A licensee has reported a crash when re-importing a mesh being used within a Mesh Particle system.
Regression?
Yes, this crash does not occur in the 4.11.2 binary release.
Link to Crash Logs:
[Link Removed]
Outcome Crash occurs shorty after re-importing and clicking on the Cascade editor tab.
Expected No crash occurs and the mesh is successfully updated for the particle system.
UE4Editor_ShaderCore!FVertexFactory::Set() vertexfactory.cpp:180
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() basepassrendering.h:819
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() basepassrendering.cpp:433
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() basepassrendering.h:1267
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() basepassrendering.cpp:509
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() deferredshadingrenderer.cpp:419
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() deferredshadingrenderer.cpp:2022
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:1137
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1931
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`25'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:999
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:932
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:679
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:319
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:440
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34106 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.12.5, 4.14 |
Target Fix | 4.13 |
Created | Aug 2, 2016 |
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Resolved | Aug 10, 2016 |
Updated | May 2, 2018 |