Calling ComputeViewVisibility() second time

Hi, I am working on the UE4 rendering pipeline. In that context, I was making a call to ComputeViewVisibility() (found in line SceneVisibility.cpp file) function from deferred shading Render() call. I am aware that there’s an initViews() call from Render() function which basically computes the visibility from the current viewpoint. Everything runs fine, but when I add another call to ComputeViewVisibility() function just after the initViews() call, the scene goes dark. I’ve attached an image for your reference. Am I doing something wrong or is this expected to happen ? Thanks.