Error message:
Assertion failed: ImportedResource->LODModels.IsValidIndex(LODIndex) [Link Removed] [Line: 282]
Source Context:
270 * Constructor. 271 * Converts a skeletal mesh to raw vertex data 272 * needed for creating a morph target mesh 273 * 274 * @param SrcMesh - source skeletal mesh to convert 275 * @param LODIndex - level of detail to use for the geometry 276 */ 277 FMorphMeshRawSource::FMorphMeshRawSource( USkeletalMesh* SrcMesh, int32 LODIndex ) 278 { 279 check(SrcMesh); 280 FSkeletalMeshResource* ImportedResource = SrcMesh->GetImportedResource(); 281 check(ImportedResource->LODModels.IsValidIndex(LODIndex)); 282 283 // get the mesh data for the given lod 284 ***** FStaticLODModel& LODModel = ImportedResource->LODModels[LODIndex]; 285 286 Initialize(LODModel); 287 } 288 289 FMorphMeshRawSource::FMorphMeshRawSource(FStaticLODModel& LODModel) 290 { 291 Initialize(LODModel); 292 } 293 294 void FMorphMeshRawSource::Initialize(FStaticLODModel& LODModel) 295 { 296 // vertices are packed to stay consistent with the indexing used by the FStaticLODModel vertex buffer 297 // 298 // Chunk0 299 // Soft0
Most recent user affected CL: 3224400
Logs:
[Link Removed]
*Issue call stack shares some similarities with *
CrashReporter User Descriptions:
Results: Crash
Expected: Mesh is reimported successfully
UE4Editor_Engine!FMorphMeshRawSource::FMorphMeshRawSource() [morphtools.cpp:285] UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportMorphTargetsInternal() [fbxskeletalmeshimport.cpp:3424] UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportFbxMorphTarget() [fbxskeletalmeshimport.cpp:3456] UE4Editor_UnrealEd!UnFbx::FFbxImporter::ReimportSkeletalMesh() [fbxskeletalmeshimport.cpp:1861] UE4Editor_UnrealEd!UReimportFbxSkeletalMeshFactory::Reimport() [editorfactories.cpp:5972] UE4Editor_UnrealEd!FReimportManager::Reimport() [editor.cpp:319] UE4Editor_UnrealEd!FReimportManager::ReimportMultiple() [editor.cpp:504] UE4Editor_UnrealEd!FReimportManager::ValidateAllSourceFileAndReimport() [editor.cpp:487] UE4Editor_ContentBrowser!FAssetContextMenu::ExecuteReimport() [assetcontextmenu.cpp:1355] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,FAssetContextMenu,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:318] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,FAssetContextMenu,0,void __cdecl() [delegateinstancesimpl.h:424] UE4Editor_Slate!SMenuEntryBlock::OnClicked() [smenuentryblock.cpp:1042] UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [smenuentryblock.cpp:993] UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply() [delegateinstanceinterface.h:161] UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SMenuEntryBlock,FReply() [tuple.h:116] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl() [delegateinstancesimpl.h:318] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl.inl:522] UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:275] UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [smenuentryblock.cpp:391] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:5010] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:215] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:4999] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5462] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5439] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1652] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2071] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:814] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:678] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:951] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2811] UE4Editor!GuardedMain() [launch.cpp:152] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126] UE4Editor!WinMain() [launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40201 in the post.
0 |
Component | UE - Editor - Content Pipeline - Import and Export |
---|---|
Affects Versions | 4.14 |
Target Fix | 4.15 |
Created | Jan 4, 2017 |
---|---|
Resolved | Jan 5, 2017 |
Updated | Apr 27, 2018 |