The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us into an occasional race condition scenario between EDL's async loading threads.
N/A (non-deterministic)
GetArchetypeFromRequiredInfoImpl
StaticConstructObject_Internal
FObjectInstancingGraph::GetInstancedSubobject
FObjectInstancingGraph::InstancePropertyValue
FObjectPropertyBase::InstanceSubobjects
UStruct::InstanceSubobjectTemplates
FObjectInitializer::InstanceSubobjects
FObjectInitializer::PostConstructInit
FObjectInitializer::~FObjectInitializer
StaticConstructObject_Internal
FAsyncPackage::EventDrivenCreateExport
FAsyncPackage::ProcessImportsAndExports_Event
FAsyncLoadingThread::ProcessAsyncLoading
FAsyncLoadingThread::TickAsyncThread
FAsyncLoadingThread::TickAsyncLoading
FAsyncLoadingThread::FlushLoading
ULevelStreaming::RequestLevel
ULevelStreaming::UpdateStreamingState
UWorld::UpdateLevelStreaming
UGameEngine::Tick
FEngineLoop::Tick
GuardedMain
GuardedMainWrapper
WinMain
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0 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.25 |
Target Fix | 4.26.2 |
Created | Mar 25, 2021 |
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Resolved | Mar 25, 2021 |
Updated | Nov 30, 2022 |