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* Added game thread-only version of draw events in order to avoid the mistake of pushing a draw event on the main thread using an immediate command list, and popping it on the main thread later on, while the original command list may have been destroyed already. * FDrawEvent is now able to be started/stopped on the game thread (no command list provided : a render command using the current immediate command list will be issued on both start and end) or the rendering/RHI threads (same as now : the command list passed in the start function will be the one used in the end function) * Fixed potential similar issue with Begin/EndDrawCanvasToRenderTarget and DrawMaterialToRenderTarget BP functions * Fixed potential similar issue with FGPUSkinCache end of frame updates (+ fixed FGPUSkinCache::BeginBatchDispatch being ifdefed-out by #if WANTS_DRAW_MESH_EVENTS) #rb mihnea.balta, chris.waters, josie.yang #jira none #tests editor, PF #p4v-cherrypick 16311819 #ROBOMERGE-OWNER: jonathan.bard #ROBOMERGE-AUTHOR: jonathan.bard #ROBOMERGE-SOURCE: CL 16311809 in //Fortnite/Main/... via CL 16311812 via CL 16314912 via CL 16314932 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v804-16311228) [CL 16314939 by jonathan bard in ue5-main branch]