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void |
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void |
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void |
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Associates a shadermap with an asset (note: one shadermap can be used by several assets, e.g. MIs). |
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void |
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FShaderMapPointerTable * |
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void |
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void |
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const FShaderMapAssetPaths & |
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const FShaderMapContent * |
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const FTypeLayoutDesc & |
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uint32 |
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FShaderMapContent * |
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void |
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EShaderPermutationFlags |
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const FShaderMapPointerTable & |
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FShaderMapResource * |
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FShaderMapResource * |
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FShaderMapResourceCode * |
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void |
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Builds a list of the shaders in a shader map. Key is FShaderType::TypeName |
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void |
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EShaderPlatform |
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TArray< FGenericShaderStat > |
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TArray< FGenericShaderStat > |
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void |
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void |
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void |
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bool |
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bool |
Serialize
(
FArchive& Ar,
bool bInlineShaderResources,
bool bLoadingCooked,
bool bInlineShaderCode,
const FName& SerializingAsset
)
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FString |
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void |
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