Description

void USceneCaptureComponent2D::CaptureSceneDeferred()
{
UWorld* World = GetWorld();
if (World && World->Scene && IsVisible())

{ // Defer until after updates finish // Needs some CS because of parallel updates. static FCriticalSection CriticalSection; FScopeLock ScopeLock(&CriticalSection); SceneCapturesToUpdateMap.AddUnique(World, this); }

}

The only thing that protects against is multiple calls to that function. I can do any number of bad things to SceneCapturesToUpdateMap in another thread causing crashes.

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There's no existing public thread on this issue, so head over to AnswerHub just mention UE-35986 in the post.

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Unresolved
ComponentUE - Virtual Production
Affects Versions4.18
Target Fix5.1
CreatedSep 14, 2016
UpdatedJan 11, 2022