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Settings used to configure what should be precached at runtime
| Name | FPSOPrecacheSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/PSOPrecacheSettings.h |
| Include Path | #include "PSOPrecacheSettings.h" |
Syntax
USTRUCT ()
struct FPSOPrecacheSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPSOPrecacheSettings() |
PSOPrecacheSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllDefaultMaterialPSOs | bool | Precache all PSO permutations for the default material during startup (default true) | PSOPrecacheSettings.h | |
| bBasePassApplyLightMapPolicies | bool | Precache all possible light map policies for base pass shaders, otherwise only LMP_NO_LIGHTMAP (default false) | PSOPrecacheSettings.h | |
| bBasePassColorWithAlphaChannel | bool | Precache base pass permutation with alpha channel for planar reflections and scene capture passes (default false) | PSOPrecacheSettings.h | |
| bDeferredDecals | bool | Precache deferred decal pass (default true) | PSOPrecacheSettings.h | |
| bDepthProjectedShadowsState | bool | Precache depth pass permutations with different depth state and render targets used for projected shadows (default false) **/. | PSOPrecacheSettings.h | |
| bDitheredLODFadingOutMask | bool | Precache permutations for EMeshPass::DitheredLODFadingOutMaskPass (default false) | PSOPrecacheSettings.h | |
| bKeepGlobalComputePSOsInMemory | bool | Keep global compute PSOs in memory when r.PSOPrecache.KeepInMemoryForActiveMaterials is enabled | PSOPrecacheSettings.h | |
| bKeepGlobalGraphicPSOsInMemory | bool | Keep global graphic PSOs in memory when r.PSOPrecache.KeepInMemoryForActiveMaterials is enabled | PSOPrecacheSettings.h | |
| bKeepSlatePSOsInMemoryForActiveMaterials | bool | Keep slate PSOs in memory when r.PSOPrecache.KeepInMemoryForActiveMaterials is enabled | PSOPrecacheSettings.h | |
| bLandscapeGrassWeight | bool | Precache permutations for FLandscapeGrassWeightMeshProcessor (default true) | PSOPrecacheSettings.h | |
| bNaniteLumenCardRequired | bool | Make nanite lumen card PSOs required before the component can be rendered with desired material or otherwise the mesh is not rendered to the LumenScene yet | PSOPrecacheSettings.h | |
| bNaniteProgrammableRasterRequired | bool | Make nanite raster programmable raster PSOs required before the component can be rendered with desired material or fallback to fixed function untill programmable raster PSOs are ready | PSOPrecacheSettings.h | |
| bPostProcessingMaterial | bool | Precache permutations for PostProcess material types (default true) | PSOPrecacheSettings.h | |
| bSkipSlateMaterialDrawOnPSOTooLate | bool | Skip draw of slate material batches when material based PSOs are still compiling and r.PSOPrecache.ProxyCreationStrategy != 0 | PSOPrecacheSettings.h | |
| bSlateMaterials | bool | Precache slate materials (default true) | PSOPrecacheSettings.h | |
| bTranslucencyAll | bool | Precache permutations for EMeshPass::TranslucencyAll (default false) | PSOPrecacheSettings.h | |
| bTranslucencyLightingVolume | bool | Precache permutations for LightType material types which render to translucency light volume textures (default true) | PSOPrecacheSettings.h | |
| bTranslucencyStandardBeforeDOF | bool | Precache permutations for EMeshPass::TranslucencyStandard even when marked as AfterDOF - can be needed when AutoBeforeDOFTranslucencyBoundary is set on the view (default false) | PSOPrecacheSettings.h | |
| bTranslucencyUnderWater | bool | Precache translucency under water pass permutations with different render target formats (default false) | PSOPrecacheSettings.h | |
| bWaterInfoDepth | bool | Precache permutations for EMeshPass::WaterInfoTextureDepthPass (default false) | PSOPrecacheSettings.h | |
| CustomDepthMode | int32 | Precache custom depth PSO permutations 0: No PSOs are compiled 1: PSOs are compiled for all primitives which explicitly request custom depth rendering (PSOs are precached again on custom depth toggle on component) (default) 2: PSOs are compiled for all primitives which also request regular depth rendering | PSOPrecacheSettings.h | |
| GlobalShaderMode | int | Precache global shaders 0: no precaching 1: All global compute and subset of global graphics PSOs for which PSO collector is defined (default) 2: All global compute and global graphics shaders (only available when r.PSOPrecache.Mode == 1 (Preload shaders)) | PSOPrecacheSettings.h | |
| MaxCPUThreadCount | int32 | Maximum number of CPU threads for which the settings should be applied | PSOPrecacheSettings.h | |
| ParticlePrecachingTime | int32 | Controls when PSO precaching happens for Niagara/Cascade particles systems: 0: no precaching 1: precaching at component proxy creation time only 2: precaching at component loading time 3: precaching at asset loading time and component time (default) | PSOPrecacheSettings.h | |
| ShaderPlatform | FString | Shader platform for which these settings should be applied | PSOPrecacheSettings.h |