IShaderFormat::CreateShaderArchive

Create a format specific archive for precompiled shader code.

Unreal Engine C++ API Reference > Developer > TargetPlatform > Interfaces > IShaderFormat

References

   
Module TargetPlatform
Header /Engine/Source/Developer/TargetPlatform/Public/Interfaces/IShaderFormat.h
Include #include "Interfaces/IShaderFormat.h"
virtual bool CreateShaderArchive
(
    [FString](API\Runtime\Core\Containers\FString) const & LibraryName,
    [FName](API\Runtime\Core\UObject\FName) ShaderFormatAndShaderPlatformName,
    const [FString](API\Runtime\Core\Containers\FString) & WorkingDirectory,
    const [FString](API\Runtime\Core\Containers\FString) & OutputDir,
    const [FString](API\Runtime\Core\Containers\FString) & DebugOutputDir,
    const [FSerializedShaderArchive](API\Runtime\RenderCore\FSerializedShaderArchive) & SerializedShaders,
    const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> & ShaderCode,
    [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * OutputFiles
) const

Remarks

Create a format specific archive for precompiled shader code. true if the archive was created

Parameters

Name Description
LibraryName The name of this shader library.
Format The format of shaders to cache.
WorkingDirectory The working directory.
The output directory for the archive.
The directory for the debug data previously generated.
Optional pointer to a TArray that on success will be filled with a list of the written file paths.

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