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Niagara vs existing shader system


I've been looking at the shader compilation part of the engine and it seems that changes required by Niagara go pretty deep into shader system. Case in point - there is a default FShaderCompilingManager (ShaderCompiler.cpp), but now there is also NiagaraShaderCompilingManager. Does this duplication mean that deeper refactoring of shader management system is also part of Niagara project and probably will replace current facilities when it's ready?

Product Version: UE Github Master branch
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asked Mar 13 '19 at 02:11 PM in C++ Programming

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