UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FShaderSerializeContext Struct Reference

#include <ShaderSerialization.h>

+ Inheritance diagram for FShaderSerializeContext:

Public Member Functions

 FShaderSerializeContext ()=default
 
 FShaderSerializeContext (FArchive &InArchive)
 
virtual ~FShaderSerializeContext ()=default
 
virtual bool EnableCustomCodeSerialize ()
 
virtual void SerializeCode (FShaderCodeResource &Resource, int32 Index)
 
virtual void ReserveCode (int32 Count)
 
FArchiveGetMainArchive ()
 

Public Attributes

FArchiveAr = nullptr
 
bool bLoadingCooked = false
 
FName SerializingAsset = NAME_None
 

Constructor & Destructor Documentation

◆ FShaderSerializeContext() [1/2]

FShaderSerializeContext::FShaderSerializeContext ( )
default

◆ FShaderSerializeContext() [2/2]

FShaderSerializeContext::FShaderSerializeContext ( FArchive InArchive)
inline

◆ ~FShaderSerializeContext()

virtual FShaderSerializeContext::~FShaderSerializeContext ( )
virtualdefault

Member Function Documentation

◆ EnableCustomCodeSerialize()

virtual bool FShaderSerializeContext::EnableCustomCodeSerialize ( )
inlinevirtual

Reimplemented in FShaderCacheSerializeContext.

◆ GetMainArchive()

FArchive & FShaderSerializeContext::GetMainArchive ( )
inline

◆ ReserveCode()

virtual void FShaderSerializeContext::ReserveCode ( int32  Count)
inlinevirtual

Reimplemented in FShaderCacheSaveContext.

◆ SerializeCode()

virtual void FShaderSerializeContext::SerializeCode ( FShaderCodeResource Resource,
int32  Index 
)
inlinevirtual

Member Data Documentation

◆ Ar

FArchive* FShaderSerializeContext::Ar = nullptr

◆ bLoadingCooked

bool FShaderSerializeContext::bLoadingCooked = false

◆ SerializingAsset

FName FShaderSerializeContext::SerializingAsset = NAME_None

The documentation for this struct was generated from the following file: