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API > API/Runtime > API/Runtime/RenderCore > API/Runtime/RenderCore/FShaderLibraryCooker
References
| Module | RenderCore |
| Header | /Engine/Source/Runtime/RenderCore/Public/ShaderCodeLibrary.h |
| Include | #include "ShaderCodeLibrary.h" |
| Source | /Engine/Source/Runtime/RenderCore/Private/ShaderCodeLibrary.cpp |
static bool SaveShaderLibraryChunk
&40;
int32 ChunkId,
const TSet< FName > & InPackagesInChunk,
const ITargetPlatform &42; TargetPlatform,
const FString & SandboxDestinationPath,
const FString & SandboxMetadataPath,
TArray< FString > & OutChunkFilenames,
bool & bOutHasData
&41;
Remarks
Saves a single chunk of the collected shader code (per shader platform). Does not save SCL.CSV info. This code path is only called if we're chunking. FIXME: this function does not write build metadata true if successful
Parameters
| Name | Description |
|---|---|
| ChunkId | the chunk id |
| InPackagesInChunk | packages that belong to the chunk |
| TargetPlatform | target platform |
| SandboxDestinationPath | where to put the .ushaderbytecode file(s) |
| OutChunkFilenames | array where the function will append the full paths of the written files |
| bOutHasData | Reports whether any files were written to OutChunkFilenames |