Description

We reset BoneTransformUpdateMethodQueue in USkinnedMeshComponent::CreateRenderState_Concurrent and USkinnedMeshComponent::SendRenderDynamicData_Concurrent but these code paths are never called in server builds.  When animation is being updated on a server, this means that the BoneTransformUpdateMethodQueue array is being added to every frame so we may eventually end up with a crash.

Steps to Reproduce
  1. Setup a project where a skel mesh is running an anim bp and the mesh component is set to always tick the pose (so animation is updated in server builds)
  2. Package the project as a server build
  3. Run and debug the project
  4. Place a breakpoint in USkinnedMeshComponent::FlipEditableSpaceBases and note how BoneTransformUpdateMethodQueue.Add is called every frame
  5. Place a breakpoint in USkinnedMeshComponent::SendRenderDynamicData_Concurrent and notice how this code is never hit

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ComponentUE - Rendering Architecture
Affects Versions5.6
Target Fix5.6
CreatedJan 27, 2025
UpdatedJan 29, 2025
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