ues Editor Utility Widget
When importing the model, the compiler always compiles the shaders automatically. Can I get a certain return value after the completion of the compilation of the shaders, which is convenient for me to continue the follow-up work
so,how to check compiling shaders finished by blueprint or c++?
Set this up for my project. Works fine / perfect in editor, standalone and launch game.
But in the packaged build it crashes. Any ideas / help much appreciated.
FAssetCompilingManager is a layer above the GShaderCompilerManager (has a list of IAssetCompilingManager - which is what FShaderCompilingManager is derived from).
I was thinking it may be that GShaderCompilingManager is a nullptr?
Using FAssetCompilingManager will hopefully have that list of managers mantained in a shipping build.
more or less follow. I see the connection from gshader to fshader but wasnt able to find the fassetcompilingmanager to go digging through it
Oddly enough if i just locally save isCompiling to a bool it runs. but if i try to use that bool as the output back to crashing… on second thought i wonder if it just didnt compile or something… more testing to verify
hmmm, good catch. I copy paste my headers all the time making new functions. Bad habit. and a static setting when not needed has bit me on the â– â– â– before
Thanks for trying to help out. Gotta shift gears now. Lost too much time to this today and now gotta refactor this out of the code… boooo.
Was stoked when i came across this as I was looking for something like this for awhile now. One of my problems to solve is rendering out icons, and not being able to tell if they re ready to have their picture taken. This wasnt perfect, but it was way better then a hardcoded delay