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* This change addesses an issue which causes the LevelEditorViewportClient to render while PIE is active on the LevelEditorViewport. This results in a frame which is never displayed and therefore reduced rendering performance. * The issue's root cuase is due to behaviour where the GameViewportClient and EditorViewportClient swap their stat flags when PIE is started on a selected LevelEditor sceneviewport - see FSceneViewport::SwapStatCommands. When stat flags are present on the GameViewportClient before PIE is started, the EditorViewportClient will inherit the stat flags. However, this has the side-effect of pushing a 'true' RealTime override onto ViewportClient. This causes ViewportClient->IsRealtime() to return true. * UEditorEngine::UpdateSingleViewportClient() is called by the UEditorEngine::Tick() each frame, finds the EditorViewportClient->IsRealtime() to be true and triggers LevelEditorViewportClient->Viewport->Draw() even though there is no SceneViewport to display the render. * The fix pushes a realtime override to disable realtime mode for the LevelEditorViewportClient when a PIE session is started that takes over the LevelEditorViewport and subsequently removes the override when PIE ends. #jira UE-168061 #rb ronald.koppers [CL 26621251 by logan buchy in ue5-main branch]