UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FShaderTypeRegistration Class Reference

#include <Shader.h>

Public Member Functions

 FShaderTypeRegistration (TFunctionRef< FShaderType &()> LazyShaderTypeAccessor)
 

Static Public Member Functions

static RENDERCORE_API TArray< const FShaderTypeRegistration * > & GetInstances ()
 
static RENDERCORE_API void CommitAll ()
 
static RENDERCORE_API bool AreShaderTypesInitialized ()
 

Detailed Description

Registers a shader type in various systems. Should be created as a static field/global.

Each shader type is collected here, not as an instance but as an accessor, so the actual construction can be deferred. The collection happens during static init, the actual construction happens later during launch. The purpose of collecting the types is the CommitAll function, called in LaunchEngineLoop, to ensure all type instances are constructed and registered before other systems start iterating them.

Constructor & Destructor Documentation

◆ FShaderTypeRegistration()

FShaderTypeRegistration::FShaderTypeRegistration ( TFunctionRef< FShaderType &()>  LazyShaderTypeAccessor)
inline

Member Function Documentation

◆ AreShaderTypesInitialized()

bool FShaderTypeRegistration::AreShaderTypesInitialized ( )
static

◆ CommitAll()

void FShaderTypeRegistration::CommitAll ( )
static

◆ GetInstances()

TArray< const FShaderTypeRegistration * > & FShaderTypeRegistration::GetInstances ( )
static

The documentation for this class was generated from the following files: