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

thanks
f

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