How UE5 detects whether the PSO contents should be pre-compiled again

Hi,

thanks for your reply. I consulted a colleague of mine and in 5.1, there is a way to determine if shaders are being compiled by using FShaderPipelineCache::NumPrecompilesRemaining() to check the number of outstanding PSO compiles as mentioned here (this works for both the bundled cache and PSO precaching) . You can modify your loading screen logic to check for this number and keep the loading screen up until it reaches zero. A similar comment with at the top of ShaderPipelineCache.h.

Please let me know if that helps.

Thanks,

Sam