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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UMaterialInstance
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CacheResourceShadersForRendering
(
EMaterialShaderPrecompileMode PrecompileMode |
Cache resource shaders for rendering on the given shader platform. | Materials/MaterialInstance.h | |
void CacheResourceShadersForRendering
(
EMaterialShaderPrecompileMode PrecompileMode, |
Materials/MaterialInstance.h |
CacheResourceShadersForRendering(EMaterialShaderPrecompileMode)
Description
Cache resource shaders for rendering on the given shader platform. If a matching shader map is not found in memory or the DDC, a new one will be compiled. The results will be applied to this FMaterial in the renderer when they are finished compiling. Note: This modifies material variables used for rendering and is assumed to be called within a FMaterialUpdateContext!
| Name | CacheResourceShadersForRendering |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialInstance.h |
| Include Path | #include "Materials/MaterialInstance.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialInstance.cpp |
void CacheResourceShadersForRendering
(
EMaterialShaderPrecompileMode PrecompileMode
)
CacheResourceShadersForRendering(EMaterialShaderPrecompileMode, FMaterialResourceDeferredDeletionArray &)
| Name | CacheResourceShadersForRendering |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialInstance.h |
| Include Path | #include "Materials/MaterialInstance.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialInstance.cpp |
void CacheResourceShadersForRendering
(
EMaterialShaderPrecompileMode PrecompileMode,
FMaterialResourceDeferredDeletionArray & OutResourcesToFree
)