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The four places this applies include UEditorEngine::Tick, UGameEngine::Tick, FAdvancedPreviewScene::Tick, and FPreviewScene::UpdateCaptureContents. The last example is called from FBlueprintEditor::Tick and FThumbnailPreviewScene::Tick. The counter-example is "UEditorEngine::BuildReflectionCaptures", which doesn't appear to be called anywhere from a Tick related function. It's called in startup functions, various commands, and as part of static lighting generation. If we run into further validation errors, we could add a flag to that function to differentiate those cases. Even though there's only one counter-example, I figured it was best to err on the side of not changing behavior of client code that may also be using the function, so by default "bInsideTick" is set to false. #jira UE-153604 #rb mihnea.balta jason.nadro #rnx #preflight 628d89082f2409bc1e08a42e [CL 20362380 by jason hoerner in ue5-main branch]