Shader compilation status
Shader compilation status documentation.
editor(action="get_shader_compile_status") returns a read-only snapshot:
outstandingJobs: outstanding jobs reported byGShaderCompilingManager.isCompiling: the manager's asynchronous compilation state.pendingShaderMaps: distinct material shader-map compiling IDs still owned by the compiler, including work awaiting completion on the game thread.pendingMaterials: distinct material paths represented by those maps on UE 5.8 (compiler friendly names on earlier supported engines).idle: no compiling state, outstanding jobs, or pending material shader maps.managerAvailable: false when the shader compiler manager is absent, in which case the counters are zero and the snapshot is idle.
Job counts include global shaders. Material and shader-map counts cover material shader maps in memory, so they measure different things from jobs. Snapshots can change as editor work queues more compilation.
{
"action": "get_shader_compile_status",
"waitUntilIdle": true,
"timeoutMs": 120000
}With waitUntilIdle, the server polls the native read between editor ticks,
using the same pattern as PCG generation waits. Each snapshot runs on the game
thread and returns immediately. The wait yields between reads and does not
force synchronous compilation. It returns immediately when already idle.
The final result includes state: "idle", durationMs, polls and the final
counters. timeoutMs defaults to 60000 for the wait and is consumed by server
routing. On expiry the call returns success: false, state: "timed_out", an
error and the latest counters. It does not cancel the shader jobs. A native
failure is returned immediately, and an incomplete status is reported as a
failure instead of being treated as idle.