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]
This commit is contained in:
krzysztof narkowicz
2019-03-15 13:00:44 -04:00
parent eede53e36a
commit d6ba077d16
@@ -649,7 +649,7 @@ void FMobileBasePassMeshProcessor::Process(
else
{
// Background primitives will be rendered last in masked/non-masked buckets
bool bBackground = PrimitiveSceneProxy->TreatAsBackgroundForOcclusion();
bool bBackground = PrimitiveSceneProxy ? PrimitiveSceneProxy->TreatAsBackgroundForOcclusion() : false;
// Default static sort key separates masked and non-masked geometry, generic mesh sorting will also sort by PSO
// if platform wants front to back sorting, this key will be recomputed in InitViews
SortKey = GetBasePassStaticSortKey(BlendMode, bBackground);