Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FShaderCompilingManager > API/Runtime/Engine/FShaderCompilingManager/ProcessAsyncResults
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 ProcessAsyncResults
&40;
float TimeSlice,
bool bBlockOnGlobalShaderCompletion
&41;
Remarks
Processes completed asynchronous shader maps, and assigns them to relevant materials.
Parameters
| Name | Description |
|---|---|
| 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. |