Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryFramework
jimmy andrews de217cb618 add a limit to the number of simultaneous dynamic mesh component distance field builds that can be active
+ make the background thread operate on a (geo-only) copy of the mesh (because ProcessMesh doesn't seem to actually lock access to the mesh, and can't really since code can easily grab the mesh pointer via GetMesh() also)
+ make the post-compute MarkRenderStateDirty() call happen on the game thread (on tick), so it won't be called at an unsafe time
#rb David.Hill

[CL 32579407 by jimmy andrews in ue5-main branch]
2024-03-28 11:32:35 -04:00
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