When using VirtualHeightfieldMesh we see intermittent crashes in FDepthPassMeshProcessor::TryAddMeshBatch().
This can happen when FVirtualTextureProducerCollection::CallPendingCallbacks() is called after the VertexFactory has been cached in a MeshBatch, and before the MeshBatches are used to generate draw commands.
FVirtualHeightfieldMeshSceneProxy::CreateRenderThreadResources() needs to be rewritten so that the VertexFactory isn't cached.
FVirtualHeightfieldMeshSceneProxy::CreateRenderThreadResources() also needs to be fixed so that we don't access the unsafe URuntimeVirtualTexture object directly on the render thread. This access has a race condition where the wrong producer and allocated virtual texture can be returned.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-191183 in the post.
4 |
Component | UE - Rendering Architecture |
---|---|
Target Fix | 5.6 |
Created | Jul 25, 2023 |
---|---|
Updated | Nov 7, 2024 |