r.Shaders.AllowUniqueSymbols
r.Shaders.AllowUniqueSymbols
#Overview
name: r.Shaders.AllowUniqueSymbols
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
When enabled, this tells supported shader compilers to generate symbols based on source files.\nEnabling this can cause a drastic increase in the number of symbol files, enable only if absolutely necessary.\nThis setting can be overriden in any Engine.ini under the [ShaderCompiler] section.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:2002, section: [ShaderCompiler]
- INI Section:
ShaderCompiler
- Raw value:
0
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseEngine.ini:2017, section: [ShaderCompiler_BuildMachine]
- INI Section:
ShaderCompiler_BuildMachine
- Raw value:
0
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp:2185
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarAllowUniqueDebugInfo(
TEXT("r.Shaders.AllowUniqueSymbols"),
0,
TEXT("When enabled, this tells supported shader compilers to generate symbols based on source files.\n")
TEXT("Enabling this can cause a drastic increase in the number of symbol files, enable only if absolutely necessary.\n")
TEXT("This setting can be overriden in any Engine.ini under the [ShaderCompiler] section."),
ECVF_ReadOnly);
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp:636
Scope (from outer to inner):
file
function bool ShouldAllowUniqueShaderSymbols
Source code excerpt:
bool ShouldAllowUniqueShaderSymbols(FName ShaderFormat)
{
static const FShaderSymbolSettingHelper AllowUniqueSymbols(TEXT("r.Shaders.AllowUniqueSymbols"));
return AllowUniqueSymbols.IsEnabled(ShaderFormat);
}
bool GetShaderSymbolPathOverride(FString& OutPathOverride, FName ShaderFormat)
{
static const FShaderSymbolSettingHelper SymbolPathOverride(TEXT("r.Shaders.SymbolPathOverride"));