When rendering a high-load sequence scene with gFur using UE's Movie Render Pipeline plugin, an issue occurs where the gFur becomes detached from the parent skeleton mesh. After extensive investigation, it was confirmed that the problem is caused by the ReferenceToLocal variable being corrupted during multithreaded execution.It seems that race condition will happen,
However, I saw that when someone previously raised an issue titled “Does race conditions between game thread and render thread happen for UGFurComponent #10,” the response was “Seems like this is intended.” Why would that be the case?