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+ 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]