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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 SaveShaderLibraryWithoutChunking
&40;
const ITargetPlatform &42; TargetPlatform,
FString const & Name,
FString const & SandboxDestinationPath,
FString const & SandboxMetadataPath,
TArray< FString > & PlatformSCLCSVPaths,
FString & OutErrorMessage,
bool & bOutHasData
&41;
Remarks
Saves collected shader code to a single file per shader platform When chunking is enabled, this call will not write the shader code, only the SCL.CSV file with the stable shader info. true if successful
Parameters
| Name | Description |
|---|---|
| TargetPlatform | target platform |
| Name | shader library name |
| SandboxDestinationPath | where to put the .ushaderbytecode file(s) |
| SandboxMetadataPath | path for the metadata (not a part of the build itself, but produced together with the build) |
| PlatformSCLCSVPaths | path where to put the information about the shader hashes |
| OutErrorMessage | used to return the details of the failure (if failed) |
| bOutHasData | Reports whether any files were written to PlatformSCLCSVPaths |