Description

Created a new level and added a terrain. Added grass foliage and enabled density scaling located in the grass foliage settings mode. After placing foliage on terrain, the editor crashes.

This is not occurring in 5.0 Release only in early access. This is a regression, it is not occurring in 4.27.

Steps to Reproduce
  1. Create a new project.
  2. Create a new map.
  3. Create a terrain.
  4. In foliage mode, add a grass mesh.
  5. Select the newly added grass mesh in foliage mode.
  6. In the settings, enable density scaling.
  7. Start placing grass onto the terrain.

Result: The editor will crash.

Expected Result: Foliage can be placed without the editor crashing.

Callstack
LoginId:97ae523f4b2570765960659737b45e3f
EpicAccountId:be8b4100f7e24317a91b10eb1a9d8676

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 707] Array index out of bounds: -1 from an array of size 480

UnrealEditor_Engine!FInstancedStaticMeshSceneProxy::SetupProxy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp:1106]
UnrealEditor_Engine!FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp:882]
UnrealEditor_Engine!UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp:3186]
UnrealEditor_Renderer!FScene::AddPrimitive() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1202]
UnrealEditor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:581]
UnrealEditor_Engine!UStaticMeshComponent::CreateRenderState_Concurrent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\StaticMeshComponent.cpp:697]
UnrealEditor_Engine!UActorComponent::RecreateRenderState_Concurrent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1637]
UnrealEditor_Engine!UActorComponent::DoDeferredRenderUpdates_Concurrent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1710]
UnrealEditor_Engine!<lambda_d76a63ca40e19d7af8a407ce7f4093d3>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1171]
UnrealEditor_Engine!UWorld::SendAllEndOfFrameUpdates() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1202]
UnrealEditor_Renderer!FRendererModule::BeginRenderingViewFamily() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3842]
UnrealEditor_UnrealEd!FEditorViewportClient::Draw() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorViewportClient.cpp:3986]
UnrealEditor_Engine!FViewport::Draw() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealClient.cpp:1564]
UnrealEditor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2172]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1867]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:450]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5032]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:171]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UnrealEditor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Won't Fix
CreatedJan 3, 2022
ResolvedJan 3, 2022
UpdatedMar 25, 2022
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