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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FShaderCompilerStats
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/ShaderCompiler.h |
| Include | #include "ShaderCompiler.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp |
void RegisterCompiledShaders
&40;
uint32 NumPermutations,
EShaderPlatform Platform,
const FString MaterialPath,
FString PermutationString
&41;
Remarks
A dynamically sizeable string. When dealing with UTF-8 literals, the following advice is recommended:
- Do not use the u8"..." prefix (gives the wrong array type until C++20).
- Use UTF8TEXT("...") for array literals (type is const UTF8CHAR[n]).
- Use UTF8TEXTVIEW("...") for string view literals (type is FUtf8StringView).
- Use or escape sequences rather than to specify Unicode code points.
See Also
https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/StringHandling/FString/