UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FODSCThread Member List

This is the complete list of members for FODSCThread, including all inherited members.

AddRequest(const TArray< FString > &MaterialsToCompile, const FString &ShaderTypesToLoad, EShaderPlatform ShaderPlatform, ERHIFeatureLevel::Type FeatureLevel, EMaterialQualityLevel::Type QualityLevel, ODSCRecompileCommand RecompileCommandType, const FShaderCompilerFlags &ExtraCompilerFlags=FShaderCompilerFlags())FODSCThread
AddShaderPipelineRequest(EShaderPlatform ShaderPlatform, ERHIFeatureLevel::Type FeatureLevel, EMaterialQualityLevel::Type QualityLevel, const FMaterial *Material, const FPrimitiveSceneInfo *PrimitiveSceneInfo, const FString &VertexFactoryName, const FString &PipelineName, const TArray< FString > &ShaderTypeNames, int32 PermutationId, const TArray< FShaderId > &RequestShaderIds)FODSCThread
CheckIfRequestAlreadySent(const TArray< FShaderId > &RequestShaderIds, const FMaterial *Material) constFODSCThread
Exit() overrideFODSCThreadprotectedvirtual
ExitRequestFODSCThreadprotected
FindMaterialShaderMap(const FString &MaterialName, const FMaterialShaderMapId &ShaderMapId) constFODSCThread
FODSCThread(const FString &HostIP)FODSCThread
GetCompletedRequests(TArray< FODSCMessageHandler * > &OutCompletedRequests)FODSCThread
GetODSCHostIP() constFODSCThreadinline
GetPendingShaderData(bool &bOutIsConnectedToODSCServer, bool &bOutHasPendingGlobalShaders, uint32 &OutNumPendingMaterialsRecompile, uint32 &OutNumPendingMaterialsShaders) constFODSCThread
Init() overrideFODSCThreadprotectedvirtual
RegisterMaterialShaderMaps(const FString &MaterialName, const TArray< TRefCountPtr< FMaterialShaderMap > > &LoadedShaderMaps)FODSCThread
ResetMaterialsODSCData(EShaderPlatform InShaderPlatform)FODSCThread
RetrieveMissedMaterials(TArray< FString > &OutMaterialPaths) constFODSCThread
Run() override finalFODSCThreadprotectedvirtual
StartThread()FODSCThread
Stop() overrideFODSCThreadprotectedvirtual
StopThread()FODSCThread
Tick() override finalFODSCThreadvirtual
UnregisterMaterialName(const FMaterial *Material)FODSCThread
WaitUntilAllRequestsDone()FODSCThread
Wakeup()FODSCThread
~FODSCThread()FODSCThreadvirtual