![]() ![]() To make sure your plugin's C++ function is called by the right thread, you can add multiple asserts such as check (IsInGameThread()) or check (IsInRenderingThread()) for improved threading robustness. As a matter of CPU performance, the synchronization between them must be avoided at all cost in production runtime. The rendering thread can be 0 or one frame behind the game thread. The rendering thread is a slave thread of the game thread because the latter enqueue FIFO (first in, first out) commands through the ENQUEUE_RENDER_COMMAND to the former. "Description" : "Plugin to play around with shaders.",Īs opposed to game-side API, the RHI render commands are (and should be) enqueued by a dedicated thread: the rendering thread. In your ProjectName.uplugin, make sure that the module's LoadingPhase to PostConfigInit (only for the modules that will have shader implementations) like in the following example: Make sure you add all of your files and folder in the required location and then regenerate your Visual Studio solution files. Right now, it is not possible to make drastic changes, like adding a new shader model, to the Material Editor via Plugins. Use the Plugin Wizard to quickly create all of the needed files and folders for your Plugin. When creating a new Plugin, you should be aware of the following things: For additional help, you can directly look at //Engine/Plugins/Compositing/LensDistortion's Plugin.
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