> UnrealEditor-Renderer-Win64-Debug.dll!FSceneRenderer::RenderDistanceFieldAOScreenGrid(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, const FViewInfo & View, const FDistanceFieldCulledObjectBufferParameters & CulledObjectBufferParameters, FRDGBuffer * ObjectTilesIndirectArguments, const FTileIntersectionParameters & TileIntersectionParameters, const FDistanceFieldAOParameters & Parameters, FRDGTexture * DistanceFieldNormal, FRDGTexture * & OutDynamicBentNormalAO) Line 338 C++
UnrealEditor-Renderer-Win64-Debug.dll!FSceneRenderer::RenderDistanceFieldLighting(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, const FDistanceFieldAOParameters & Parameters, TArray<FRDGTexture *,TSizedDefaultAllocator<32>> & OutDynamicBentNormalAOTextures, bool bModulateToSceneColor, bool bVisualizeAmbientOcclusion, bool bModulateToScreenSpaceAO) Line 973 C++
UnrealEditor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderDeferredReflectionsAndSkyLighting(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, FLumenSceneFrameTemporaries & LumenFrameTemporaries, TArray<FRDGTexture *,TSizedDefaultAllocator<32>> & DynamicBentNormalAOTextures) Line 2018 C++
UnrealEditor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 3343 C++
UnrealEditor-Renderer-Win64-Debug.dll!RenderViewFamily_RenderThread(FRDGBuilder & GraphBuilder, FSceneRenderer * Renderer, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 4909 C++
UnrealEditor-Renderer-Win64-Debug.dll!`FRendererModule::BeginRenderingViewFamilies'::`116'::<lambda_4>::<lambda_invoker_cdecl>(FRDGBuilder & GraphBuilder, const FSceneRenderFunctionInputs & Inputs) Line 5209 C++
UnrealEditor-Renderer-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<bool (__cdecl*)(FRDGBuilder &,FSceneRenderFunctionInputs const &),bool,FRDGBuilder &,FSceneRenderFunctionInputs const &>::Call(void * Obj, FRDGBuilder & <Params_0>, const FSceneRenderFunctionInputs & <Params_1>) Line 296 C++
UnrealEditor-Renderer-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,bool __cdecl(FRDGBuilder &,FSceneRenderFunctionInputs const &)>::operator()(FRDGBuilder & <Params_0>, const FSceneRenderFunctionInputs & <Params_1>) Line 415 C++
UnrealEditor-Renderer-Win64-Debug.dll!FSceneRenderProcessor::Execute::__l30::<lambda_4>::operator()(FRHICommandListImmediate & RHICmdList) Line 891 C++
UnrealEditor-Renderer-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<`FSceneRenderProcessor::Execute'::`30'::<lambda_4>,void,FRHICommandListImmediate &>::Call(void * Obj, FRHICommandListImmediate & <Params_0>) Line 292 C++
UnrealEditor-RenderCore-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate & <Params_0>) Line 414 C++
UnrealEditor-RenderCore-Win64-Debug.dll!ExecuteCommand(FRHICommandList * RHICmdList, const TVariant<TUniqueFunction<void __cdecl(void)>,TUniqueFunction<void __cdecl(FRHICommandList &)>,TUniqueFunction<void __cdecl(FRHICommandListImmediate &)>> & Function, const FRenderCommandTag & Tag) Line 1527 C++
UnrealEditor-RenderCore-Win64-Debug.dll!UE::RenderCommandPipe::FCommandList::ConsumeCommands<`FRenderThreadCommandPipe::ExecuteCommands'::`2'::<lambda_1>>(const FRenderThreadCommandPipe::ExecuteCommands::__l2::<lambda_1> & Lambda) Line 430 C++
UnrealEditor-RenderCore-Win64-Debug.dll!FRenderThreadCommandPipe::ExecuteCommands(UE::RenderCommandPipe::FCommandList & CommandList) Line 1935 C++
UnrealEditor-RenderCore-Win64-Debug.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1922 C++
UnrealEditor-RenderCore-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<`FRenderThreadCommandPipe::EnqueueAndLaunch'::`5'::<lambda_1>,void>::Call(void * Obj) Line 292 C++
UnrealEditor-RenderCore-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 414 C++
UnrealEditor-RenderCore-Win64-Debug.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 696 C++
UnrealEditor-Core-Win64-Debug.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 518 C++
UnrealEditor-Core-Win64-Debug.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 495 C++
UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 792 C++
UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 679 C++
UnrealEditor-Core-Win64-Debug.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1440 C++
UnrealEditor-RenderCore-Win64-Debug.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 260 C++
UnrealEditor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 418 C++
UnrealEditor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 156 C++