I’m currently working on UE 5 EA2 on Windows 10 using VS 2019 with C++17.
I have a weird behaviour regarding FCriticalSection.
I created an empty project and added this piece of code in the BeginPlay() of a custom actor.
FCriticalSection cs;
cs.Lock();
if (cs.TryLock()) {
UE_LOG(LogTemp, Warning, TEXT("I can re-lock the critical section"))
}
else {
UE_LOG(LogTemp, Warning, TEXT("I can't re-lock the critical section"))
}
And it appears we can lock twice (and more) a FCriticalSection without unlocking it …
Am I missing something on the purpose of a FCriticalSection or how to use it, or is it a bug ?
Regards