Description

Error message:

Assertion failed: !HasAttribute(Name, Group) [File:D:\CHAOS\Engine\Source\Runtime\Experimental\Chaos\Public\GeometryCollection/ManagedArrayCollection.h] [Line: 121]
 
Steps to Reproduce

1 Add a geometry collection of a cube to the template map and fracture it

2 Set the Play Mode to simulate, and Play

Result: Assertion failed: !HasAttribute(Name, Group) 

Callstack
Assertion failed: !HasAttribute(Name, Group) {color:#172b4d}[Engine\Source\Runtime\Experimental\Chaos\Public\GeometryCollection/ManagedArrayCollection.h|file:///D:/UE426ChaosEngineSourceRuntimeExperimentalChaosPublicGeometryCollection/ManagedArrayCollection.h]{color} [Line: 121]

FManagedArrayCollection::AddExternalAttribute<TUniquePtr<Chaos::TGeometryParticle<float,3>,TDefaultDelete<Chaos::TGeometryParticle<float,3> > > >(FName, FName, TManagedArray<TUniquePtr<Chaos::TGeometryParticle<float,3>,TDefaultDelete<Chaos::TGeometryParticle<float,3> > > > &, FManagedArrayCollection::FConstructionParameters) Line 121 C+> FManagedArrayCollection::AddExternalAttribute<TUniquePtr<Chaos::TGeometryParticle<float,3>,TDefaultDelete<Chaos::TGeometryParticle<float,3> > > >(FName, FName, TManagedArray<TUniquePtr<Chaos::TGeometryParticle<float,3>,TDefaultDelete<Chaos::TGeometryParticle<float,3> > > > &, FManagedArrayCollection::FConstructionParameters) Line 121 C  TGeometryCollectionPhysicsProxy<Chaos::FRewindableEvolutionTraits>::Initialize() Line 525 C  Chaos::TPBDRigidsSolver<Chaos::FRewindableEvolutionTraits>::RegisterObject(TGeometryCollectionPhysicsProxy<Chaos::FRewindableEvolutionTraits> *) Line 550 C  FPhysScene_Chaos::AddObject(UPrimitiveComponent *, TGeometryCollectionPhysicsProxy<Chaos::FRewindableEvolutionTraits> *) Line 514 C  UGeometryCollectionComponent::OnCreatePhysicsState() Line 1939 C  UActorComponent::CreatePhysicsState(bool) Line 1478 C  UActorComponent::RecreatePhysicsState() Line 1598 C  FGeometryCollectionEdit::~FGeometryCollectionEdit() Line 2069 C  FFractureToolContext::FFractureToolContext(UGeometryCollectionComponent *) Line 22 C  UFractureToolCutterBase::GetFractureToolContexts() Line 54 C  UFractureToolVoronoiCutterBase::FractureContextChanged() Line 139 C  FFractureEditorModeToolkit::SetOutlinerComponents(const TArray<UGeometryCollectionComponent *,TSizedDefaultAllocator<32> > &) Line 936 C  FFractureEditorMode::OnActorSelectionChanged(const TArray<UObject *,TSizedDefaultAllocator<32> > &, bool) Line 344 C  TBaseRawMethodDelegateInstance<0,FFractureEditorMode,void __cdecl(TArray<UObject *,TSizedDefaultAllocator<32> > const &,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe(const TArray<UObject *,TSizedDefaultAllocator<32> > &, bool) Line 469 C  TMulticastDelegate<void __cdecl(TArray<UObject *,TSizedDefaultAllocator<32> > const &,bool),FDefaultDelegateUserPolicy>::Broadcast(const TArray<UObject *,TSizedDefaultAllocator<32> > &, bool) Line 955 C  FLevelEditorModule::BroadcastActorSelectionChanged(const TArray<UObject *,TSizedDefaultAllocator<32> > &, bool) Line 448 C  UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList(const TArray<UObject *,TSizedDefaultAllocator<32> > &, bool) Line 64 C  UUnrealEdEngine::UpdateFloatingPropertyWindows(bool) Line 55 C  UEditorEngine::StartPlayInEditorSession(FRequestPlaySessionParams &) Line 2737 C  UEditorEngine::StartQueuedPlaySessionRequestImpl() Line 1104 C  UEditorEngine::StartQueuedPlaySessionRequest() Line 1019 C  UEditorEngine::Tick(float, bool) Line 1622 C+

Updated callstack:

UE4Editor_Core!AssertFailedImplV() [AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [AssertionMacros.cpp:461]
UE4Editor_Chaos!FManagedArrayCollection::AddExternalAttribute<TUniquePtr<Chaos::TGeometryParticle<float,3>,TDefaultDelete<Chaos::TGeometryParticle<float,3> > > >() [ManagedArrayCollection.h:121]
UE4Editor_Chaos!TGeometryCollectionPhysicsProxy<Chaos::FRewindableEvolutionTraits>::Initialize() [GeometryCollectionPhysicsProxy.cpp:526]
UE4Editor_Chaos!Chaos::TPBDRigidsSolver<Chaos::FRewindableEvolutionTraits>::RegisterObject() [PBDRigidsSolver.cpp:551]
UE4Editor_GeometryCollectionEngine!UGeometryCollectionComponent::OnCreatePhysicsState() [GeometryCollectionComponent.cpp:1939]
UE4Editor_Engine!UActorComponent::CreatePhysicsState() [ActorComponent.cpp:1478]
UE4Editor_GeometryCollectionEngine!FGeometryCollectionEdit::~FGeometryCollectionEdit() [GeometryCollectionComponent.cpp:2069]
UE4Editor_FractureEditor!FFractureToolContext::FFractureToolContext() [FractureToolContext.cpp:22]
UE4Editor_FractureEditor!UFractureToolCutterBase::GetFractureToolContexts() [FractureToolCutter.cpp:54]
UE4Editor_FractureEditor!UFractureToolVoronoiCutterBase::FractureContextChanged() [FractureToolCutter.cpp:139]
UE4Editor_FractureEditor!FFractureEditorModeToolkit::SetOutlinerComponents() [FractureEditorModeToolkit.cpp:936]
UE4Editor_FractureEditor!FFractureEditorMode::OnActorSelectionChanged() [FractureEditorMode.cpp:344]
UE4Editor_FractureEditor!TBaseRawMethodDelegateInstance<0,FFractureEditorMode,void __cdecl(TArray<UObject *,TSizedDefaultAllocator<32> > const &,bool) [DelegateInstancesImpl.h:469]
UE4Editor_LevelEditor!FLevelEditorModule::BroadcastActorSelectionChanged() [LevelEditor.cpp:447]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList() [EditorHook.cpp:64]
UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindows() [EditorHook.cpp:55]
UE4Editor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [PlayLevel.cpp:2737]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [PlayLevel.cpp:1116]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [PlayLevel.cpp:1019]
UE4Editor_UnrealEd!UEditorEngine::Tick() [EditorEngine.cpp:1623]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:4836]
UE4Editor!GuardedMain() [Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [LaunchWindows.cpp:137]
UE4Editor!WinMain() [LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:288]

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Cannot Reproduce
CreatedFeb 5, 2021
ResolvedJan 4, 2023
UpdatedJan 6, 2023