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Second attempt at fixing a GameThread stall (waiting for render thread) whenever a CVar is changed during gameplay. It seems like the intent of the callback sink for r.FreeSkeletalMeshBuffers was to free eligible CPU buffers when the CVar was raised to 1, but unfortunately we're currently relying on this sink to free certain helper structures. This change allows those structures to be freed after submitting the buffers to RHI so that we can change the callback sink to only do work on the rising edge (which generally only happens when switching game-mode/device profile and not during gameplay). #rb josie.yang #preflight 62017cbae9567e667308aa18 #ROBOMERGE-OWNER: evgenii.babinets #ROBOMERGE-AUTHOR: evgenii.babinets #ROBOMERGE-SOURCE: CL 18894475 via CL 18894521 via CL 18894553 via CL 18896447 via CL 18896609 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042) #ROBOMERGE-CONFLICT from-shelf #preflight 6203cc23530b346f8618b67b [CL 18917352 by evgenii babinets in ue5-main branch]