void USceneCaptureComponent2D::CaptureSceneDeferred()
{
UWorld* World = GetWorld();
if (World && World->Scene && IsVisible())
}
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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35986 in the post.
2 |
Component | UE - Virtual Production |
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Affects Versions | 4.18 |
Created | Sep 14, 2016 |
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Resolved | Apr 19, 2024 |
Updated | May 7, 2024 |