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Fixed crash in mobile renderer when trying to draw opaque mesh without a proxy (DrawTileMesh rendering path).
#rb none #jira UE-71568 [FYI] Dmitriy.Dyomin #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: krzysztof.narkowicz #ROBOMERGE-SOURCE: CL 5412738 in //UE4/Release-4.22/... via CL 5412742 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5418227 by krzysztof narkowicz in Dev-VR branch]
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@@ -649,7 +649,7 @@ void FMobileBasePassMeshProcessor::Process(
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else
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{
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// Background primitives will be rendered last in masked/non-masked buckets
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bool bBackground = PrimitiveSceneProxy->TreatAsBackgroundForOcclusion();
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bool bBackground = PrimitiveSceneProxy ? PrimitiveSceneProxy->TreatAsBackgroundForOcclusion() : false;
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// Default static sort key separates masked and non-masked geometry, generic mesh sorting will also sort by PSO
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// if platform wants front to back sorting, this key will be recomputed in InitViews
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SortKey = GetBasePassStaticSortKey(BlendMode, bBackground);
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