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update: add compiling shader related
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kSpacer201 committed Nov 11, 2020
1 parent 7942d84 commit 1c64901
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Showing 3 changed files with 21 additions and 0 deletions.
5 changes: 5 additions & 0 deletions GamesDev0.uproject
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,11 @@
{
"Name": "SequencerScripting",
"Enabled": true
},
{
"Name": "RiderSourceCodeAccess",
"Enabled": false,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/35b0d39e4cee4bccb2dabf04a4c911bb"
}
]
}
10 changes: 10 additions & 0 deletions Plugins/UEPyICU/Source/UEPyICU/Private/UEPyICUBPLibrary.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -120,3 +120,13 @@ void UUEPyICUBPLibrary::SelectActor(
{
GEditor->SelectActor(actor, bInSelected, bNotify, bSelectEvenIfHidden, bForceRefresh);
}

int32 UUEPyICUBPLibrary::GetCompilingShaderJobCount()
{
return GShaderCompilingManager->GetNumRemainingJobs();
}

void UUEPyICUBPLibrary::WaitForCompilingShaderDone()
{
GShaderCompilingManager->FinishAllCompilation();
}
6 changes: 6 additions & 0 deletions Plugins/UEPyICU/Source/UEPyICU/Public/UEPyICUBPLibrary.h
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Expand Up @@ -158,4 +158,10 @@ class UUEPyICUBPLibrary : public UBlueprintFunctionLibrary
AActor* actor, bool bInSelected = true, bool bNotify = true,
bool bSelectEvenIfHidden = true, bool bForceRefresh = true
);

UFUNCTION(BlueprintCallable)
static int32 GetCompilingShaderJobCount();

UFUNCTION(BlueprintCallable)
static void WaitForCompilingShaderDone();
};

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