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Remove redundant check !IsInGameThread().
1 parent 6a2c0ee commit a4b5df0

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Lines changed: 1 addition & 1 deletion

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Source/RuntimeMeshComponent/Private/RuntimeMesh.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -887,7 +887,7 @@ void URuntimeMesh::HandleSingleSectionUpdate(const FRuntimeMeshProxyPtr& RenderP
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TSharedPtr<FRuntimeMeshSectionUpdateData> UpdateData = MakeShared<FRuntimeMeshSectionUpdateData>(MoveTemp(MeshData));
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// Push the data to the gpu from this thread if we're not on the game thread and the current RHI supports async
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if (GRHISupportsAsyncTextureCreation && GIsThreadedRendering && IsInRenderingThread() && !IsInGameThread())
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if (GRHISupportsAsyncTextureCreation && GIsThreadedRendering && IsInRenderingThread())
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{
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UpdateData->CreateRHIBuffers<false>(Properties.UpdateFrequency == ERuntimeMeshUpdateFrequency::Frequent);
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}

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