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API > API/Runtime > API/Runtime/RenderCore
References
| Module | RenderCore |
| Header | /Engine/Source/Runtime/RenderCore/Public/PipelineCacheUtilities.h |
| Include | #include "PipelineCacheUtilities.h" |
| Source | /Engine/Source/Runtime/RenderCore/Private/PipelineCacheUtilities.cpp |
namespace UE
{
namespace PipelineCacheUtilities
{
void UE&58;&58;PipelineCacheUtilities&58;&58;FindAllChunkInfos
&40;
const FString & ShaderLibraryName,
const FString & TargetPlatformName,
const FString & PathToSearchIn,
TArray< FString > & OutInfoFilenames
&41;
}
}
Remarks
Finds all saved chunk info files for the given shaderlibrary and targetplatform.
Note that it is assumed that all possible shader format of the target platform share the same subdivision into chunks (which is the current behavior of other code, too).
Parameters
| Name | Description |
|---|---|
| ShaderLibraryName | shader library that we chose to associate the info with (usually either a project name or a DLC name) |
| TargetPlatformName | target platform name (ITargetPlatform::PlatformName()) of our target. Game and Client could have different packages |
| PathToSearchIn | path where the search needs to be done (perhaps the same as where they were saved by SaveChunkInfo). |
| OutInfoFilenames | found filenames, which can be loaded by LoadChunkInfo function when passed as is |