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Mirrors Shader::FType, but stores StructType as a hash rather than a pointer to facilitate serialization Struct's flattened component types are stored directly, as that is the primary thing needed at runtime
| Name | FPreshaderType |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Shader/PreshaderTypes.h |
| Include Path | #include "Shader/PreshaderTypes.h" |
Syntax
struct FPreshaderType
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Shader/PreshaderTypes.h | |||
FPreshaderType
(
const FType& InType |
Shader/PreshaderTypes.h | ||
FPreshaderType
(
EValueType InType |
Shader/PreshaderTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| StructComponentTypes | TArrayView< const EValueComponentType > | Shader/PreshaderTypes.h | ||
| StructTypeHash | uint64 | Shader/PreshaderTypes.h | ||
| ValueType | EValueType | Shader/PreshaderTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EValueComponentType GetComponentType
(
int32 Index |
Shader/PreshaderTypes.h | ||
int32 GetNumComponents() |
Shader/PreshaderTypes.h | ||
bool IsStruct() |
Shader/PreshaderTypes.h |