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UnrealEngineUWP
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9adbb72be840c4c72de016924ef4e481fccbf00f
UnrealEngineUWP
/
Engine
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Source
/
Editor
/
Experimental
/
EditorInteractiveToolsFramework
History
Ryan Schmidt
9eff078337
ModelingMode: add mechanism to schedule actions to process on next editor Tick(). This allows us to defer execution of complex operations like staticmesh rebuild to outside of slate button-click handlers, which (hopefully) will work around some mystery crashes that occur during very deep call stacks (eg when the staticmesh build launches a slowtask progress dialog, that then explicitly processes windows messages, which results in mouse events being processed, which kicks off a hitproxy rendering call, that in turn causes the RHI to try to rebuild rendering data, on the mesh that is being rebuilt - whew!)
...
#rb none #rnx #jira none [CL 12235070 by Ryan Schmidt in 4.25 branch]
2020-03-17 15:25:40 -04:00
..
Private
ModelingMode: add mechanism to schedule actions to process on next editor Tick(). This allows us to defer execution of complex operations like staticmesh rebuild to outside of slate button-click handlers, which (hopefully) will work around some mystery crashes that occur during very deep call stacks (eg when the staticmesh build launches a slowtask progress dialog, that then explicitly processes windows messages, which results in mouse events being processed, which kicks off a hitproxy rendering call, that in turn causes the RHI to try to rebuild rendering data, on the mesh that is being rebuilt - whew!)
2020-03-17 15:25:40 -04:00
Public
ModelingMode: add mechanism to schedule actions to process on next editor Tick(). This allows us to defer execution of complex operations like staticmesh rebuild to outside of slate button-click handlers, which (hopefully) will work around some mystery crashes that occur during very deep call stacks (eg when the staticmesh build launches a slowtask progress dialog, that then explicitly processes windows messages, which results in mouse events being processed, which kicks off a hitproxy rendering call, that in turn causes the RHI to try to rebuild rendering data, on the mesh that is being rebuilt - whew!)
2020-03-17 15:25:40 -04:00
EditorInteractiveToolsFramework.Build.cs
Updating copyright for Engine Editor.
2019-12-26 15:33:43 -05:00