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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. |