Looking for any leads on a shader compilation screen that is used is most modern games. I know there is an Asset on the store for it, but this is so common now in most games one would think it’d be easier to find a tutorial for it.
Examples:
Hogwarts Legacy
Last of Us
Dragon Age Veilguard
Hey there @KungFuBrad! I couldn’t find up to date resources on the matter myself either. Admittedly I’ve only precached the shaders the old way, so when it comes to the newer asynchronous shader compiler, I’m uncertain of the mechanisms at play. I would look into the FShaderCompilingManager in the source to determine more.
Just buy the asset and pick it apart to learn how the underlying system works.
Then build your own. As long as you don’t copy the code from the original asset, that’s fine!
This isn’t my area of expertise, but just dropping some links that might help. I remember seeing resources from Joe Wintergreen on their blog post: “Unreal Scoop: Making a ‘Compiling Shaders…’ Screen” which has a small tutorial on retrieving the number of shaders awaiting precompilation.
To get to that point though, you’ll need to look over the new PSO caching stuff which is discussed in the docs here and tutorialized by Tom Looman here, as noted by Joe.