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API > API/Runtime > API/Runtime/Engine
| Name | FPSOPrecacheComponentData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/PSOPrecacheComponent.h |
| Include Path | #include "PSOPrecacheComponent.h" |
Syntax
struct FPSOPrecacheComponentData
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPSOPrecacheCalled | uint8 | Helper flag to check if PSOs have been precached already | PSOPrecacheComponent.h | |
| LatestPSOPrecacheJobSet | int32 | PSOPrecacheComponent.h | ||
| LatestPSOPrecacheJobSetCompleted | std::atomic< int > | Atomic int used to track the last PSO precache events | PSOPrecacheComponent.h | |
| MaterialPSOPrecacheRequestIDs | TArray< FMaterialPSOPrecacheRequestID > | Cached array of material PSO requests which can be used to boost the priority | PSOPrecacheComponent.h | |
| PSOPrecacheRequestPriority | EPSOPrecachePriority | PSOs requested priority | PSOPrecacheComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CheckPSOPrecachingAndBoostPriority
(
EPSOPrecachePriority NewPSOPrecachePriority |
Check if PSOs are still compiling, and if so, boost them to requested priority. | PSOPrecacheComponent.h | |
const TArray< FMaterialPSOPrecacheRequestID > & GetMaterialPSOPrecacheRequestIDs() |
PSOPrecacheComponent.h | ||
bool IsPSOPrecacheCalled() |
PSOPrecacheComponent.h | ||
bool IsPSOPrecaching() |
PSOPrecacheComponent.h | ||
void Reset() |
PSOPrecacheComponent.h | ||
void SetLatestJobSetCompleted
(
int32 JobSetThatJustCompleted |
PSOPrecacheComponent.h | ||
void SetMaterialPSOPrecacheData
(
ComponentType* Component, |
Set all the PSO precaching data and mark as precached - will also kick task to run when precaching is done and given callback will be executed then when the component is still valid. | PSOPrecacheComponent.h | |
bool UsePSOPrecacheFallbackMaterial() |
PSOPrecacheComponent.h |