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1. Open QAGame in UE
2. Open StaticLightingFromMat level
3. In the Content Browser, search for 'M_Emissive_Grtr' and place it on the sphere mesh in the map
4. In the details of Panel for the Sphere Mesh, search for 'Use Emissive for Static Lighting' and check the box if it is not already checked
5. Build lighting in Production
We were doing this at the end of LightmassMain:
FTaskGraphInterface::Shutdown();
FEngineLoop::AppExit();
FTaskGraphInterface was being used in FThreadStats::StopThread() and we'd crash.
FEngineLoop::AppExit() does the thread stats shutdown before calling FTaskGraphInterface::Shutdown. Ie:
void FEngineLoop::AppExit()
{
// when compiled WITH_ENGINE, this will happen in FEngineLoop::Exit()
#if !WITH_ENGINE
#if STATS
FThreadStats::StopThread();
#endif
FTaskGraphInterface::Shutdown();
#endif // WITH_ENGINE
This will stop the stats thread (if needed) before shutting down FTaskGraphInterface.
[at]Brandon.Schaefer
[FYI] Will.Damon
#jira none
#preflight trivial
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-SOURCE: CL 18568433 in //UE5/Release-5.0/... via CL 18568435
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18568438 by michael sartain in ue5-release-engine-test branch]