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Description
Saves description of assets in the chunk.
This file is later used to split the cache into several files. 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).
| Name | UE::PipelineCacheUtilities::SaveChunkInfo |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/PipelineCacheUtilities.h |
| Include Path | #include "PipelineCacheUtilities.h" |
| Source | /Engine/Source/Runtime/RenderCore/Private/PipelineCacheUtilities.cpp |
namespace UE
{
namespace PipelineCacheUtilities
{
bool UE::PipelineCacheUtilities::SaveChunkInfo
(
const FString & ShaderLibraryName,
const int32 InChunkId,
const TSet< FName > & InPackagesInChunk,
const ITargetPlatform * TargetPlatform,
const FString & PathToSaveTo,
TArray < FString > & OutChunkFilenames
)
}
}
true if successfully saved
Parameters
| Name | Remarks |
|---|---|
| ShaderLibraryName | shader library this info is associated with (usually either a project name or a DLC name) |
| InChunkId | chunk id |
| InPackagesInChunk | list of package names in chunk |
| TargetPlatform | target platform for which we're cooking |
| PathToSaveTo | directory where to save the info |
| OutChunkFilenames | files that we need to include in this chunk |