Crash when using "Convert to Seeded" on a Particle System Cascade module
This is a Regression as it does not occur in 4.10
Error message:
Assertion failed: *Offset < (uint32)InstancePayloadSize [Link Removed] [Line: 1425]
Source Context:
 1411       
 1412       uint32* Offset = SpriteTemplate->ModuleOffsetMap.Find(Module);
 1413       return (Offset != nullptr) ? *Offset : 0;
 1414       }
 1415       
 1416       uint8* FParticleEmitterInstance::GetModuleInstanceData(UParticleModule* Module)
 1417       {
 1418       // If there is instance data present, look up the modules offset
 1419       if (InstanceData)
 1420       {
 1421       uint32* Offset = SpriteTemplate->ModuleInstanceOffsetMap.Find(Module);
 1422       if (Offset)
 1423       {
 1424       check(*Offset < (uint32)InstancePayloadSize);
 1425 ***** return &(InstanceData[*Offset]);
 1426       }
 1427       }
 1428       return NULL;
 1429       }
 1430       
 1431       /**
 1432        *Get the pointer to the instance data allocated for type data module.
 1433        *
 1434        *@returnuint8*The pointer to the data
 1435        */
 1436       uint8* FParticleEmitterInstance::GetTypeDataModuleInstanceData()
 1437       {
 1438       if (InstanceData && (TypeDataInstanceOffset != -1))
 1439       {
 1440       return &(InstanceData[TypeDataInstanceOffset]);
Most recent user affected CL: 2946394
Logs:
[Link Removed]
1.  Create a Particle System
2.  Open it in Cascade
3.  Right click on the Initial Velocity module
4.  Select "Convert to Seeded"
Result: Crash
Expected:  Module is converted to Seeded
UE4Editor_Engine!FParticleEmitterInstance::GetModuleInstanceData() particleemitterinstances.cpp:1426 UE4Editor_Engine!UParticleModuleSize_Seeded::Spawn() particlemodules_size.cpp:110 UE4Editor_Engine!FParticleEmitterInstance::SpawnParticles() particleemitterinstances.cpp:2003 UE4Editor_Engine!FParticleEmitterInstance::Spawn() particleemitterinstances.cpp:1958 UE4Editor_Engine!FParticleEmitterInstance::Tick_SpawnParticles() particleemitterinstances.cpp:930 UE4Editor_Engine!FParticleEmitterInstance::Tick() particleemitterinstances.cpp:722 UE4Editor_Engine!UParticleSystemComponent::ComputeTickComponent_Concurrent() particlecomponents.cpp:4201 UE4Editor_Engine!UParticleSystemComponent::TickComponent() particlecomponents.cpp:4131 UE4Editor_Cascade!FCascade::Tick() cascade.cpp:1541 UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() tickableeditorobject.h:15 UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1123 UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:370 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2644 UE4Editor!GuardedMain() launch.cpp:142 UE4Editor!GuardedMainWrapper() launchwindows.cpp:126 UE4Editor!WinMain() launchwindows.cpp:200 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
Head over to the existing Questions & Answers thread and let us know what's up.
| 0 | 
| Component | UE - Graphics Features | 
|---|---|
| Affects Versions | 4.11.2 | 
| Target Fix | 4.12 | 
| Created | May 2, 2016 | 
|---|---|
| Resolved | May 5, 2016 | 
| Updated | May 2, 2018 |