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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FSplineMeshVertexFactory
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/SplineMeshSceneProxy.h |
| Include | #include "SplineMeshSceneProxy.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SplineMeshSceneProxy.cpp |
static bool ShouldCompilePermutation
(
const FVertexFactoryShaderPermutationParameters & Parameters
)
Remarks
Should we cache the material's shadertype on this platform with this vertex factory?