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Simple wrapper for a uint64 bitfield; doesn't use TBitArray as it is fixed size and doesn't need dynamic memory allocations.
| Name | FShaderCompilerFlags |
| Type | class |
| Header File | /Engine/Source/Runtime/RenderCore/Public/ShaderCore.h |
| Include Path | #include "ShaderCore.h" |
Syntax
class FShaderCompilerFlags
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FShaderCompilerFlags
(
uint64 InData |
ShaderCore.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | uint64 | ShaderCore.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Add
(
uint32 InFlag |
ShaderCore.h | ||
void Append
(
const FShaderCompilerFlags& In |
ShaderCore.h | ||
bool Contains
(
uint32 InFlag |
ShaderCore.h | ||
uint64 GetData() |
ShaderCore.h | ||
void Iterate
(
TFunction< void(uint32)> Callback |
ShaderCore.h | ||
void Remove
(
uint32 InFlag |
ShaderCore.h |