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- This fixes a handful of crashes where ray tracing code would fail to find shaders for VF types that were not supported when we went to render. - Added early out code in each proxy's GetDynamicRayTracingInstances() function to avoid adding ray tracing instances if we don't support the VF Type. - I attempted to to early out of the function as early as possible. - Since skeletal mesh sections can in theory have different vertex factories we have to check each one. The logic I've gone with is that if _any_ section uses an unsupported VF we opt out of adding any of the sections to ray trace. The result would be the whole skeletal mesh won't draw (idea being we wouldn't want partial meshes being draw). #rb Juan.Canada #review-15915627 @Yuriy.ODonnell, @Juan.Canada #jira UE-110896 [CL 15920326 by Jason Nadro in ue5-main branch]