Crash Importing Skeletal Mesh LODs with a lot of morph targets
Error message:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 1
Source Context:
   49       }
   50       
   51       
   52       void UMorphTarget::CreateMorphMeshStreams( const FMorphMeshRawSource& BaseSource, const FMorphMeshRawSource& TargetSource, int32 LODIndex, bool bCompareNormal )
   53       {
   54       check(BaseSource.IsValidTarget(TargetSource));
   55       
   56       // create the LOD entry if it doesn't already exist
   57       if( LODIndex == MorphLODModels.Num() )
   58       {
   59       new(MorphLODModels) FMorphTargetLODModel();
   60       }
   61       
   62       // morph mesh data to modify
   63 ***** FMorphTargetLODModel& MorphModel = MorphLODModels[LODIndex];
   64       // copy the wedge point indices
   65       // for now just keep every thing 
   66       
   67       // set the original number of vertices
   68       MorphModel.NumBaseMeshVerts = BaseSource.Vertices.Num();
   69       
   70       // empty morph mesh vertices first
   71       MorphModel.Vertices.Empty();
   72       
   73       // array to mark processed base vertices
   74       TArray<bool> WasProcessed;
   75       WasProcessed.Empty(BaseSource.Vertices.Num());
   76       WasProcessed.AddZeroed(BaseSource.Vertices.Num());
   77       
   78       
Most recent user affected CL: 2946394
Logs:
[Link Removed]
[Link Removed]
CrashReporter User Descriptions:
-EUS [Name Removed] - Crash while importing Skeletal Mesh LOD (seems to occur while importing the morph targets) 
-[Name Removed] here. I send the FBX files in question to [Name Removed] now 
1.  Download and unpack this file: [Link Removed]
2.  Import LOD0
3.  Open the Skeletal Mesh
4.  Under LOD Settings, select Import LOD Level 1 under LOD Import
5.  Choose the LOD1 fbx file
6.  Repeat Step 4, but choose the LOD2, then LOD3, and so on
Result:  During one of these imports, the editor will crash
Expected:  Editor imports LODs successfully
UE4Editor_Engine!UMorphTarget::CreateMorphMeshStreams() morphtools.cpp:64 
UE4Editor_Engine!UMorphTarget::PostProcess() morphtools.cpp:49 
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportMorphTargetsInternal() fbxskeletalmeshimport.cpp:2904 
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportFbxMorphTarget() fbxskeletalmeshimport.cpp:2931 
UE4Editor_UnrealEd!FbxMeshUtils::ImportSkeletalMeshLOD() fbxmeshutils.cpp:306 
UE4Editor_UnrealEd!FbxMeshUtils::ImportMeshLODDialog() fbxmeshutils.cpp:410 
UE4Editor_Persona!FPersonaMeshDetails::OnImportLOD() personameshdetails.cpp:659 
UE4Editor_Persona!TBaseSPMethodDelegateInstance<0,FPersonaMeshDetails,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:321 
UE4Editor_Persona!TBaseSPMethodDelegateInstance<0,FPersonaMeshDetails,0,void __cdecl() delegateinstancesimpl_variadics.inl:428 
UE4Editor_Slate!TBaseDelegate<void,TSharedPtr<FString,0>,enum ESelectInfo::Type>::ExecuteIfBound() delegatesignatureimpl_variadics.inl:608 
UE4Editor_Slate!STextComboBox::OnSelectionChanged() stextcombobox.cpp:71 
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,STextComboBox,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:321 
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,STextComboBox,0,void __cdecl() delegateinstancesimpl_variadics.inl:428 
UE4Editor_Slate!TBaseDelegate<void,TSharedPtr<FString,0>,enum ESelectInfo::Type>::ExecuteIfBound() delegatesignatureimpl_variadics.inl:608 
UE4Editor_Slate!SComboBox<TSharedPtr<FString,0> >::OnSelectionChanged_Internal() scombobox.h:325 
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SComboBox<TSharedPtr<FString,0> >,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:321 
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SComboBox<TSharedPtr<FString,0> >,0,void __cdecl() delegateinstancesimpl_variadics.inl:428 
UE4Editor_Slate!TBaseDelegate<void,TSharedPtr<FString,0>,enum ESelectInfo::Type>::ExecuteIfBound() delegatesignatureimpl_variadics.inl:608 
UE4Editor_Slate!SListView<TSharedPtr<FString,0> >::Private_SignalSelectionChanged() slistview.h:609 
UE4Editor_Slate!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() stablerow.h:449 
UE4Editor_Slate!<lambda_9ed539f2a96fd1ccd6d2214174cc7705>::operator() slateapplication.cpp:4540 
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_9ed539f2a96fd1ccd6d2214174cc7705> >() slateapplication.cpp:214 
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:4530 
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:4947 
UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:4923 
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1415 
UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:1732 
UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:697 
UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:619 
user32!<Unknown> 
user32!<Unknown> 
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:884 
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2611 
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 | OLD - Anim | 
|---|---|
| Affects Versions | 4.11, 4.12 | 
| Target Fix | 4.12 | 
| Created | May 18, 2016 | 
|---|---|
| Resolved | May 19, 2016 | 
| Updated | May 18, 2020 |