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1) Added range check to Set/GetSectionInfo -- array bounds checks already exist but in shipping builds the checks go away, possibly returning a garbage pointer. This is the likely immediate cause of the crash. Why it is access out of bounds though? 2) Move SectionInfo array resize to Register. The array was originally resized in Create/DestroyResources, however, when compacting the array in Destroy, it can discard any region that is not Registered (even if it is still Created). This means it is possible you can get a Register call where the array location has been compacted away, causing you to access out-of-bounds. By moving the resize to Register we can guarantee the location always exists in bounds when we try to access it. 3) Fix HLOD registration when using LOD Groups - previously it would always use the Base coordinates and be mismatched with landscape. Now it records positions for the proxies and uses the projection based registration, so it calculates the same coordinates as regular Landscape sections. I tested this with HLODs built on a rotated landscape to verify that the coordinates match up even under transforms. #rb jonathan.bard [CL 27816880 by chris tchou in ue5-main branch]