- Fix for CacheResourceShadersForRendering happening after CacheFromShaderCompiled which can lead to incorrect data being cached in the editor

#rb rob.krajcarski
#rnx

#ROBOMERGE-OWNER: stu.mckenna
#ROBOMERGE-AUTHOR: stu.mckenna
#ROBOMERGE-SOURCE: CL 18947348 via CL 18947356 via CL 18947365 via CL 18947372 via CL 18947753 via CL 18947848
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 18947856 by stu mckenna in ue5-main branch]
This commit is contained in:
stu mckenna
2022-02-10 20:27:45 -05:00
parent 36b8f32278
commit 31514842ee

View File

@@ -1218,6 +1218,19 @@ void UNiagaraEmitter::CacheFromCompiledData(const FNiagaraDataSetCompiledData* C
}
}
// Cache shaders for all GPU scripts
#if WITH_EDITORONLY_DATA
if ( AreAllScriptAndSourcesSynchronized() )
{
ForEachScript(
[](UNiagaraScript* Script)
{
Script->CacheResourceShadersForRendering(false, false);
}
);
}
#endif
// Cache information for GPU compute sims
CacheFromShaderCompiled();
@@ -1277,19 +1290,6 @@ void UNiagaraEmitter::CacheFromCompiledData(const FNiagaraDataSetCompiledData* C
MaxInstanceCount = 0;
}
// Cache shaders for all GPU scripts
#if WITH_EDITORONLY_DATA
if (AreAllScriptAndSourcesSynchronized())
{
ForEachScript(
[](UNiagaraScript* Script)
{
Script->CacheResourceShadersForRendering(false, false);
}
);
}
#endif
#if WITH_NIAGARA_DEBUG_EMITTER_NAME
// Ensure our debug simulation name is up to date
// Only required on uncooked as it can change due to compilation