Vector3 direction;
cameraActor.ScreenToLocal(x, y, result.x, result.y);
- auto list = Stage::GetCurrent().GetRenderTaskList();
- [[maybe_unused]] auto taskCount = list.GetTaskCount();
- renderTask = list.GetTask(list.GetTaskCount() - 1);
+ auto sceneViewRenderTask = GetImpl(sceneView).GetRenderTask();
- if(HitTestAlgorithm::BuildPickingRay(renderTask, result, origin, direction))
+ if(sceneViewRenderTask && HitTestAlgorithm::BuildPickingRay(sceneViewRenderTask, result, origin, direction))
{
for(auto& mesh : meshData)
{