A small plugin to hold up CommonLoadingScreen if there are shaders precompiling
Adds a Game Instance subsystem called CommonShaderPrecacheSubsystem which has the following API:
// Exposes FShaderPipelineCache::NumPrecompilesRemaining to blueprint callers
UFUNCTION(BlueprintCallable, BlueprintPure)
virtual int32 GetNumPrecompilesRemaining() const;
/*
* Set whether or not to override this subsystem and *not* hold the loading screen even if there are pre-compiles.
* This is useful if you are in an open-world scenario and don't want pre-compiles after the initial load-in.
* OR you could leave this on and instead have your loading screen act as a way to detect shader hitches.
*/
UFUNCTION(BlueprintCallable)
virtual void SetEnabled(bool bInEnabled);If you use Perforce for version control, it is suggested to use p4submodule to install and update this plugin.
p4submodule create --remote github.com/secretdimension/CommonShaderPrecacheSystem <path/to/where/youd/like/the/plugin>
p4submodule update <path/to/where/youd/like/the/plugin>