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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FShaderCompilingManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ProcessAsyncResults
(
float TimeSlice, |
Processes completed asynchronous shader maps, and assigns them to relevant materials. | ShaderCompiler.h | |
void ProcessAsyncResults
(
bool bLimitExecutionTime, |
Version of ProcessAsyncResults that specifies use of ProcessGameThreadTargetTime for the timeslice. | ShaderCompiler.h |
ProcessAsyncResults(float, bool)
Description
Processes completed asynchronous shader maps, and assigns them to relevant materials.
| Name | ProcessAsyncResults |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShaderCompiler.h |
| Include Path | #include "ShaderCompiler.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp |
void ProcessAsyncResults
(
float TimeSlice,
bool bBlockOnGlobalShaderCompletion
)
Parameters
| Name | Remarks |
|---|---|
| TimeSlice | When more than 0, ProcessAsyncResults will be bandwidth throttled by the given timeslice, to limit hitching. ProcessAsyncResults will then have to be called often to finish all shader maps (eg from Tick). Otherwise, all compiled shader maps will be processed. |
| bBlockOnGlobalShaderCompletion | When enabled, ProcessAsyncResults will block until global shader maps are complete. This must be done before using global shaders for rendering. |
ProcessAsyncResults(bool, bool)
Description
Version of ProcessAsyncResults that specifies use of ProcessGameThreadTargetTime for the timeslice.
| Name | ProcessAsyncResults |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShaderCompiler.h |
| Include Path | #include "ShaderCompiler.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp |
void ProcessAsyncResults
(
bool bLimitExecutionTime,
bool bBlockOnGlobalShaderCompletion
)