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The lines:
uint8 F0 = MeshClipVertexFlags[I0];
uint8 F1 = MeshClipVertexFlags[I1];
uint8 F2 = MeshClipVertexFlags[I2];in SceneSoftwareOcclusion.cpp seem to cause a crash when loading a new world.
This doesn't seem to be dependent on bad timing either, adding:
if(Scene->World->GetRealTimeSeconds() < 5.0f)
{
return;
}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
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!). - 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).
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