Open Brennan-VanderLaan opened 2 years ago
void UD3D12SharedTexture::InvalidateUeResources(int width, int height, EPixelFormat format) { Width = width; Height = height; Format = format; TargetTexture = UTexture2D::CreateTransient(width, height, format, TextureName); TargetTexture->UpdateResource(); D3D11On12TargetTexture.Reset(); }
TargetTexture->UpdateResource(); is where it's blowing up
It looks like when it tries to switch out the resource UE expects that to come from a EParallelRenderingThread. I tried dropping in FTaskTagScope Scope(ETaskTag::EParallelRenderingThread); in a few places and UE was angry about wanting it to be tagged only by the main game thread.
I'm fairly certain this has to do with the new engine's RHI setup? https://docs.unrealengine.com/5.0/en-US/parallel-rendering-overview-for-unreal-engine/
I'm going to keep poking at it, @microdee holler if you'd like to see a branch when it's working with UE5 or if you have any ideas :)
Hi! Thanks for the report and the pointer which might cause this. At the moment I'm busy with other matters, and the company I work with don't see any value in this plugin so it will not be on the agenda for a while. On the contrary tho there's still a rewrite happening which makes Uranium code quality much better and working with it much more convenient, also it will have the capacity to support multiple HTML renderers ;) (Only CEF is implemented yet tho)
Probably, this will also mean I will need to make extra implementations for the texture renderers when I will port this to 5.0
Figured I'd go out on a limb. I pulled your repo, updated dependencies, the powershell defs, and moved it to UE5, that worked as far as getting BPs to show up and I have my widget defined. When I try to actually run it errors out. This is not a request for you to fix this. I was just wondering if you have any ideas on where I should start to get it working again - I'm new to UE plugin development and this one has not exactly been googleable.
Any ideas?