#include <ShaderSerialization.h>
◆ FShaderSerializeContext() [1/2]
| FShaderSerializeContext::FShaderSerializeContext |
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default |
◆ FShaderSerializeContext() [2/2]
| FShaderSerializeContext::FShaderSerializeContext |
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FArchive & |
InArchive | ) |
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inline |
◆ ~FShaderSerializeContext()
| virtual FShaderSerializeContext::~FShaderSerializeContext |
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virtualdefault |
◆ EnableCustomCodeSerialize()
| virtual bool FShaderSerializeContext::EnableCustomCodeSerialize |
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inlinevirtual |
◆ GetMainArchive()
| FArchive & FShaderSerializeContext::GetMainArchive |
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inline |
◆ ReserveCode()
◆ SerializeCode()
◆ Ar
| FArchive* FShaderSerializeContext::Ar = nullptr |
◆ bLoadingCooked
| bool FShaderSerializeContext::bLoadingCooked = false |
◆ SerializingAsset
The documentation for this struct was generated from the following file: