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- Remove check for disabled world rendering, this doesn't work with the MRQ which will set this variable and manually rendering in OnEndFrame
- Adjust flush to 1 frame, this allows a single frame to be in queue before we will flush on the next frame #rb shaun.kime #rnx #ROBOMERGE-SOURCE: CL 16679393 #ROBOMERGE-BOT: (v835-16672529) [CL 16679399 by stu mckenna in ue5-main branch]
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@@ -58,7 +58,7 @@ uint32 FNiagaraComputeExecutionContext::TickCounter = 0;
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const FName NiagaraEmitterInstanceBatcher::TemporalEffectName("NiagaraEmitterInstanceBatcher");
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#endif // WITH_MGPU
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int32 GNiagaraGpuMaxQueuedRenderFrames = 10;
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int32 GNiagaraGpuMaxQueuedRenderFrames = 1;
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static FAutoConsoleVariableRef CVarNiagaraGpuMaxQueuedRenderFrames(
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TEXT("fx.Niagara.Batcher.MaxQueuedFramesWithoutRender"),
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GNiagaraGpuMaxQueuedRenderFrames,
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@@ -410,21 +410,11 @@ void NiagaraEmitterInstanceBatcher::BuildConstantBuffers(FNiagaraGPUSystemTick&
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void NiagaraEmitterInstanceBatcher::Tick(UWorld* World, float DeltaTime)
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{
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bool bFlushTicks = false;
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if ((World != nullptr) && World->IsGameWorld())
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{
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if (UGameViewportClient* GameViewport = World->GetGameViewport())
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{
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bFlushTicks |= GameViewport->bDisableWorldRendering;
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}
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}
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check(IsInGameThread());
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ENQUEUE_RENDER_COMMAND(NiagaraPumpBatcher)(
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[RT_NiagaraBatcher=this, RT_bFlushTicks=bFlushTicks](FRHICommandListImmediate& RHICmdList)
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[RT_NiagaraBatcher=this](FRHICommandListImmediate& RHICmdList)
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{
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RT_NiagaraBatcher->ProcessPendingTicksFlush(RHICmdList, RT_bFlushTicks);
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RT_NiagaraBatcher->ProcessPendingTicksFlush(RHICmdList, false);
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RT_NiagaraBatcher->GetGPUInstanceCounterManager().FlushIndirectArgsPool();
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}
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);
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