Licensee has proposed a potential workaround (initialising vertex array with at least 1 element).
Launch UE5 editor in Win64 with -stompmalloc command line.
embree3.dll!00007ffefaafa9b3() Unknown embree3.dll!00007ffefaa8bcf9() Unknown > UnrealEditor-MeshUtilities.dll!MeshRepresentation::SetupEmbreeScene(FString MeshName, const FSourceMeshDataForDerivedDataTask & SourceMeshData, const FStaticMeshLODResources & LODModel, const TArray<FSignedDistanceFieldBuildMaterialData,TSizedDefaultAllocator<32>> & MaterialBlendModes, bool bGenerateAsIfTwoSided, FEmbreeScene & EmbreeScene) Line 284 C++ UnrealEditor-MeshUtilities.dll!FMeshUtilities::GenerateCardRepresentationData(FString MeshName, const FSourceMeshDataForDerivedDataTask & SourceMeshData, const FStaticMeshLODResources & LODModel, FQueuedThreadPool & ThreadPool, const TArray<FSignedDistanceFieldBuildMaterialData,TSizedDefaultAllocator<32>> & MaterialBlendModes, const FBoxSphereBounds & Bounds, const FDistanceFieldVolumeData * DistanceFieldVolumeData, bool bGenerateAsIfTwoSided, FCardRepresentationData & OutData) Line 510 C++ UnrealEditor-Engine.dll!FCardRepresentationAsyncQueue::Build(FAsyncCardRepresentationTask * Task, FQueuedThreadPool & BuildThreadPool) Line 533 C++ [Inline Frame] UnrealEditor-Engine.dll!FAsyncCardRepresentationTaskWorker::DoWork() Line 232 C++ UnrealEditor-Engine.dll!FAsyncTask<FAsyncCardRepresentationTaskWorker>::DoWork() Line 303 C++ UnrealEditor-Engine.dll!FAsyncTask<FAsyncCardRepresentationTaskWorker>::DoThreadedWork() Line 328 C++ UnrealEditor-Core.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 21 C++ UnrealEditor-Core.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 21 C++ UnrealEditor-Core.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 21 C++ [Inline Frame] UnrealEditor-Core.dll!FQueuedLowLevelThreadPool::AddQueuedWork::__l2::<lambda_9ed0233657edd7a72d2d0baa6df6647d>::operator()() Line 335 C++ UnrealEditor-Core.dll!LowLevelTasks::FTask::Init::__l2::<lambda>() Line 242 C++ [Inline Frame] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FTask::Init::__l2::bool <lambda>(void) &) Line 44 C++ [Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<48,bool>::TTaskDelegateImpl<bool <lambda>(void),0>::Call(void *) Line 147 C++ UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<48,bool>::TTaskDelegateImpl<bool <lambda>(void),0>::CallAndMove(LowLevelTasks::TTaskDelegate<48,bool> & Destination, void * InlineData, unsigned int DestInlineSize) Line 156 C++ [Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<48,bool>::CallAndMove(LowLevelTasks::TTaskDelegate<48,bool> &) Line 289 C++ UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Line 369 C++ UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork) Line 223 C++ UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FScheduler::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * ExternalWorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Line 258 C++ [Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_307fc9362df36c938efbf939ea95ce8f>::operator()() Line 77 C++ [Inline Frame] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_307fc9362df36c938efbf939ea95ce8f> &) Line 44 C++ UnrealEditor-Core.dll!UE4Function_Private::TFunctionRefCaller<<lambda_307fc9362df36c938efbf939ea95ce8f>,void __cdecl(void)>::Call(void * Obj) Line 548 C++ [Inline Frame] UnrealEditor-Core.dll!UE4Function_Private::TFunctionRefBase<UE4Function_Private::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 676 C++ UnrealEditor-Core.dll!FThreadImpl::Run() Line 66 C++ UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 146 C++ UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 68 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-116728 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 5.0 |
Target Fix | 5.0 |
Created | May 27, 2021 |
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Resolved | Jun 15, 2021 |
Updated | Jul 2, 2021 |