UShaderPlatformQualitySettings::UShaderPlatformQualitySettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { // high quality overrides are always enabled by default check(IsInGameThread()); GetQualityOverrides(EMaterialQualityLevel::High).bEnableOverride = true; }
void UShaderPlatformQualitySettings::AppendToHashState(EMaterialQualityLevel::Type QualityLevel, FSHA1& HashState) const { const FMaterialQualityOverrides& QualityLevelOverrides = GetQualityOverrides(QualityLevel); HashState.Update((const uint8*)&QualityLevelOverrides, sizeof(QualityLevelOverrides)); }