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Merge pull request #1181 from CesiumGS/lighting-guid
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Don't crash when building lighting for a level with a Cesium3DTileset
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j9liu authored Jul 31, 2023
2 parents 5e76933 + 765d3e2 commit 5746e2c
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1 change: 1 addition & 0 deletions CHANGES.md
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- `ACesiumGeoreference`, `ACesiumCameraManager`, and `ACesiumCreditSystem` are now created in the Persistent Level, even if the object that triggered their automatic creation (such as `ACesium3DTileset`) exists in a sub-level. It is very rarely useful to have instances of these objects within a sub-level.
- An instance of `ACesiumCreditSystem` in a sub-level will no longer cause overlapping and broken-looking credits. However, we still recommend deleting credit system instances from sub-levels.
- Fixed a bug introduced in v1.28.0 that prevented point clouds from rendering with attenuation.
- Fixed a bug that caused `UnrealLightmass` to crash when attempting to build lighting containing static meshes created by a `Cesium3DTileset`.
- Fixed a bug where Google Photorealistic 3D Tiles would sometimes not render in Movie Render Queue.

### v1.28.0 - 2023-07-03
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1 change: 1 addition & 0 deletions Source/CesiumRuntime/Private/CesiumGltfComponent.cpp
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Expand Up @@ -2134,6 +2134,7 @@ static void loadPrimitiveGameThreadPart(

pStaticMesh->AddMaterial(pMaterial);

pStaticMesh->SetLightingGuid();
pStaticMesh->InitResources();

// Set up RenderData bounds and LOD data
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