r.Shaders.SymbolPathOverride
r.Shaders.SymbolPathOverride
#Overview
name: r.Shaders.SymbolPathOverride
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:
Override output location of shader symbols. If the path contains the text \'{Platform}\', that will be replaced with the shader platform string.\nEmpty: use default location Saved/ShaderSymbols/{Platform}\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:2000, section: [ShaderCompiler]
- INI Section:
ShaderCompiler
- Raw value:
""
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseEngine.ini:2015, section: [ShaderCompiler_BuildMachine]
- INI Section:
ShaderCompiler_BuildMachine
- Raw value:
""
- 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:2177
Scope: file
Source code excerpt:
static TAutoConsoleVariable<FString> CVarShadersSymbolPathOverride(
TEXT("r.Shaders.SymbolPathOverride"),
"",
TEXT("Override output location of shader symbols. If the path contains the text '{Platform}', that will be replaced with the shader platform string.\n")
TEXT("Empty: use default location Saved/ShaderSymbols/{Platform}\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:642
Scope (from outer to inner):
file
function bool GetShaderSymbolPathOverride
Source code excerpt:
bool GetShaderSymbolPathOverride(FString& OutPathOverride, FName ShaderFormat)
{
static const FShaderSymbolSettingHelper SymbolPathOverride(TEXT("r.Shaders.SymbolPathOverride"));
if (SymbolPathOverride.GetString(OutPathOverride, ShaderFormat))
{
if (!OutPathOverride.IsEmpty())
{
// Allow the user to specify the location of the per-platform string.
OutPathOverride = OutPathOverride.Replace(TEXT("{Platform}"), *ShaderFormat.ToString(), ESearchCase::IgnoreCase);