When attempting to fracture a destructible where the source static mesh has been deleted we get a crash in APEX.
APEX can't seem to find any root leaf nodes to begin fracturing upon. This does not happen when the mesh is present.
To repro, open the project in the UDN ticket and then open any destructible mesh and attempt to fracture it.
We should more gracefully handle this situation (at least without a crash) or attempt to make the import from apex asset work in this case.
1) Open UDN project
2) Open cup destructible mesh
3) Click fracture
APEX_DestructiblePROFILE_x64 APEX_DestructiblePROFILE_x64 UE4Editor_Engine!UDestructibleFractureSettings::CreateVoronoiSitesInRootMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\destructiblefracturesettings.cpp:488] UE4Editor_DestructibleMeshEditor!FDestructibleMeshEditorViewportClient::Fracture() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\destructiblemesheditor\private\sdestructiblemesheditorviewport.cpp:218] UE4Editor_DestructibleMeshEditor!TBaseSPMethodDelegateInstance<0,FDestructibleMeshEditorViewportClient,0,TTypeWrapper __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282] UE4Editor_DestructibleMeshEditor!TBaseSPMethodDelegateInstance<0,FDestructibleMeshEditorViewportClient,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388] UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:75] UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:296] UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161] UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\tuple.h:113] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282] UE4Editor_Slate!TBaseDelegate::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440] UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:225] UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4170] UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4173] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4133] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1406] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2323] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-18524 in the post.
0 |
Component | UE - Simulation - Physics - Destruction |
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Affects Versions | 4.8.1 |
Target Fix | 4.14 |
Fix Commit | 3137891 |
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Main Commit | 3147522 |
Release Commit | 3159180 |
Created | Jul 13, 2015 |
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Resolved | Sep 23, 2016 |
Updated | Apr 27, 2018 |