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This is a fix for a possible deadlock whenever recording thread is stopped, described in #1694.
The gist of this solution is that when
stopRecording
is called, GameThread no longer waits for FRecordingThread to finish — recording thread is let to run its course to completion. To be able to then start recording again, finishing thread is "moved aside" to another static variablefinishing_instance_
inFRecordingThread
class to free up therunning_instance_
variable.When
EndPlay
occurs, FRecordingThread is given a chance to finish its course (same logic as was previously instopRecording
). If it does not finish in a reasonable time though, it's just killed.