No known crash with users I had been in contact with on the latest PhysX plugin for 3dxMax or Maya. I've had a few posts dealing with using Apex and assigning cloth assets with no crashing so I feel this may be content specific.
User provided Information
UE4Editor_MeshUtilities!FSkeletalMeshNvRenderBuffer::getVertex() [meshutilities.cpp:1282] UE4Editor_MeshUtilities!nv::tess::expandIb() [nvtess.h:637] UE4Editor_MeshUtilities!nv::tess::buildTessellationBuffer() [nvtess.h:871] UE4Editor_MeshUtilities!FMeshUtilities::BuildSkeletalAdjacencyIndexBuffer() [meshutilities.cpp:1349] UE4Editor_UnrealEd!ApexClothingUtils::AssociateClothingAssetWithSkeletalMesh() [apexclothingutils.cpp:1022] UE4Editor_UnrealEd!ApexClothingUtils::ImportClothingSectionFromClothingAsset() [apexclothingutils.cpp:1562] UE4Editor_Persona!FPersonaMeshDetails::HandleSectionsComboBoxSelectionChanged() [personameshdetails.cpp:3536] UE4Editor_Persona!TBaseSPMethodDelegateInstance<0,FPersonaMeshDetails,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Persona!TBaseSPMethodDelegateInstance<0,FPersonaMeshDetails,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Slate!TBaseDelegate<void,TSharedPtr<FString,0>,enum ESelectInfo::Type>::ExecuteIfBound() [delegatesignatureimpl.inl:624] UE4Editor_Slate!STextComboBox::OnSelectionChanged() [stextcombobox.cpp:70] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,STextComboBox,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,STextComboBox,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Slate!TBaseDelegate<void,TSharedPtr<FString,0>,enum ESelectInfo::Type>::ExecuteIfBound() [delegatesignatureimpl.inl:624] UE4Editor_Slate!SComboBox<TSharedPtr<FString,0> >::OnSelectionChanged_Internal() [scombobox.h:440] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SComboBox<TSharedPtr<FString,0> >,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SComboBox<TSharedPtr<FString,0> >,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Slate!TBaseDelegate<void,TSharedPtr<FString,0>,enum ESelectInfo::Type>::ExecuteIfBound() [delegatesignatureimpl.inl:624] UE4Editor_Slate!SListView<TSharedPtr<FString,0> >::Private_SignalSelectionChanged() [slistview.h:720] UE4Editor_Slate!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() [stablerow.h:473] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:5075] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:238] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5064] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5531] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5508] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1698] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2120] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:980] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2977] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43161 in the post.
0 |
Component | UE - Simulation - Physics - Character |
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Affects Versions | 4.14, 4.15 |
Target Fix | 4.16 |
Created | Mar 21, 2017 |
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Resolved | Mar 31, 2017 |
Updated | Apr 27, 2018 |