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 |
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Affects Versions | 4.11, 4.12 |
Target Fix | 4.12 |
Created | May 18, 2016 |
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Resolved | May 19, 2016 |
Updated | May 18, 2020 |