This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.:
int32 FDynamicMeshBuilder::AddVertex( const FVector& InPosition, const FVector2D& InTextureCoordinate, const FVector& InTangentX, const FVector& InTangentY, const FVector& InTangentZ, const FColor& InColor ) { int32 VertexIndex = VertexBuffer->Vertices.Num(); FDynamicMeshVertex* Vertex = new(VertexBuffer->Vertices) FDynamicMeshVertex; Vertex->Position = InPosition; Vertex->TextureCoordinate[0] = InTextureCoordinate; Vertex->TangentX = InTangentX; Vertex->TangentZ = InTangentZ; Vertex->TangentZ.Vector.W = GetBasisDeterminantSignByte( InTangentX, InTangentY, InTangentZ ); Vertex->Color = InColor; return VertexIndex; }
This was tested in //UE4/Release-4.25 @ CL 14854745 and the code looks the same there, so not a Regression.
RESULT:
The InTangentY variable is declared but never given a value
EXPECTED:
Like the InTangentX and InTangentY variables, InTangentY would have a value passed to it
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1 |
Component | UE - Graphics Features |
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Affects Versions | 4.25plus, 4.26 |
Target Fix | 5.0 |
Created | Mar 4, 2021 |
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Resolved | Sep 1, 2021 |
Updated | Apr 27, 2022 |