UnrealEditor-Niagara.dll!FNiagaraRendererMeshes::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext & Context, TArray<FRayTracingInstance,TSizedDefaultAllocator<32>> & OutRayTracingInstances, const FNiagaraSceneProxy * SceneProxy) Line 1935 C++
UnrealEditor-Niagara.dll!FNiagaraSystemRenderData::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext & Context, TArray<FRayTracingInstance,TSizedDefaultAllocator<32>> & OutRayTracingInstances, const FNiagaraSceneProxy & SceneProxy) Line 243 C++
UnrealEditor-Renderer.dll!RayTracing::GatherWorldInstancesForView(FRDGBuilder & GraphBuilder, FScene & Scene, FViewInfo & View, FRayTracingScene & RayTracingScene, FGlobalDynamicReadBuffer & InDynamicReadBuffer, TConcurrentLinearBulkObjectAllocator<FSceneRenderingBlockAllocationTag> & InBulkAllocator, RayTracing::FRelevantPrimitiveList & RelevantPrimitiveList) Line 826 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 1898 C++
UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4833 C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l89::<lambda_3>::operator()(FRHICommandListImmediate & RHICmdList) Line 5122 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Line 555 C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1751 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 555 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Line 1733 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1726 C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1235 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 840 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 760 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 651 C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 413 C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 566 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
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