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This repository was archived by the owner on Mar 29, 2026. It is now read-only.
in OcclusionSceneView.cpp before SceneSoftwareOcclusion->Process(Scene, *View);, doesn't fix the issue.
This is either, somehow:
Bad data coming from somewhere (Look at the indicies fix in the recent commits to memory_optimisations, if indicies is returning nothing for some meshes, it could break things, leading to this. Find out why that's happening in the first place!).
Possible bad meshes in my Test project (however, this doesn't break in engine and doesn't break when launching standalone, in-engine, in the same level).
The lines:
in
SceneSoftwareOcclusion.cppseem to cause a crash when loading a new world.This doesn't seem to be dependent on bad timing either, adding:
in
OcclusionSceneView.cppbeforeSceneSoftwareOcclusion->Process(Scene, *View);, doesn't fix the issue.This is either, somehow:
indiciesfix in the recent commits tomemory_optimisations, ifindiciesis returning nothing for some meshes, it could break things, leading to this. Find out why that's happening in the first place!).