// Copyright Epic Games, Inc. All Rights Reserved. #if WITH_ENGINE #include "TestCommon/EngineUtilities.h" #include "CoreMinimal.h" #include "DistanceFieldAtlas.h" #include "MeshCardRepresentation.h" #include "RenderUtils.h" #include "ShaderParameterMetadata.h" void InitAsyncQueues() { check(!GDistanceFieldAsyncQueue); GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue(); check(!GCardRepresentationAsyncQueue); GCardRepresentationAsyncQueue = new FCardRepresentationAsyncQueue(); } void InitRendering() { FShaderParametersMetadata::InitializeAllUniformBufferStructs(); { // Initialize the RHI. const bool bHasEditorToken = false; RHIInit(bHasEditorToken); } { // One-time initialization of global variables based on engine configuration. RenderUtilsInit(); } } #endif // WITH_ENGINE