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Due to the fact that UnrealPak doesn't load INIs, the cvar was always its default value. This, combined with the fact that shaders don't store what codec they are compressed with means that setting this cvar to anything other than default (oodle) causes a crash in UnrealPak as DecompressShader will try to decompress with Oodle independent of the actual codec. Rather than plumb this information down through ProjectParams, I felt it prudent to just always use Oodle. Additionally, in order to facilitate faster iteration times for development build farm jobs, the shader compression level used during UnrealPak will inherit from the overall package compression level set via Project Settings (PackageCompressionLevel_*). This tacitly avoids patch issues as the default shader compression level happens to be the default package compression level, except now it inherits any faster levels for iteration time. Note that we still use Mermaid as the codec as it's faster for decompressing than Kraken, which we care about for shaders. #rb Fabian.Giesen #rb Arciel.Rekman #preflight 63e2f94c786751d1e0ffb290 [CL 24092953 by dan thompson in ue5-main branch]