Luke
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2
issues of
Luke
Calling ResizeBuffers with BufferCount = 0 means that the original buffer count should be preserved. Currently this does actually set the game buffer count to zero, causing crashes on subsequent...
Currently this just leaves DataSizeUncompressed initialized to 0, which breaks subsequent decompression. Source: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Online/BuildPatchServices/Private/Data/ChunkData.cpp#L201