shader reflection

does anyone know how to do shader reflection in UE4?
I have a global shader that I’d like to get the constant buffers by name


When you make an FShader, you will get the constructor called after compilation that looks like this

FDistanceFieldBuildTileListCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
	: FGlobalShader(Initializer)
	ViewDimensionsParameter.Bind(Initializer.ParameterMap, TEXT("ViewDimensions"));

Initializer.ParameterMap contains all the parameters that were obtained by the shader reflection interface for that platform