This is a common crash in the 4.16 release. Users have not provided descriptions so additional information is not currently available.
Source Context
28 // Any clothing simulation factory should derive from this interface object to interact with the engine 29 UCLASS() 30 class CLOTHINGSYSTEMRUNTIMEINTERFACE_API UClothingSimulationFactory : public UObject 31 { 32 GENERATED_BODY() 33 34 public: 35 36 // Create a simulation object for a skeletal mesh to use (see IClothingSimulation) 37 virtual IClothingSimulation* CreateSimulation() 38 ***** PURE_VIRTUAL(UClothingSimulationFactory::CreateSimulation, return nullptr;); 39 40 // Destroy a simulation object, guaranteed to be a pointer returned from CreateSimulation for this factory 41 virtual void DestroySimulation(IClothingSimulation* InSimulation) 42 PURE_VIRTUAL(UClothingSimulationFactory::DestroySimulation, ); 43 44 // Given an asset, decide whether this factory can create a simulation to use the data inside 45 // (return false if data is invalid or missing in the case of custom data) 46 virtual bool SupportsAsset(UClothingAssetBase* InAsset) 47 PURE_VIRTUAL(UClothingSimulationFactory::SupportsAsset, return false;); 48 };
repro steps currently unknown
LowLevelFatalError [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\ClothingSystemRuntimeInterface\Public\ClothingSimulationFactoryInterface.h] [Line: 39] Pure virtual not implemented (UClothingSimulationFactory::CreateSimulation) UE4Editor_ClothingSystemRuntimeInterface!UClothingSimulationFactory::CreateSimulation() [clothingsimulationfactoryinterface.h:39] UE4Editor_Engine!USkeletalMeshComponent::OnRegister() [skeletalmeshcomponent.cpp:479] UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [actorcomponent.cpp:1223] UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [componentreregistercontext.h:68] UE4Editor_Engine!UActorComponent::ConsolidatedPostEditChange() [actorcomponent.cpp:638] UE4Editor_Engine!USceneComponent::PostEditChangeProperty() [scenecomponent.cpp:439] UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() [primitivecomponent.cpp:797] UE4Editor_Engine!USkinnedMeshComponent::PostEditChangeProperty() [skinnedmeshcomponent.cpp:550] UE4Editor_Engine!USkeletalMeshComponent::PostEditChangeProperty() [skeletalmeshcomponent.cpp:737] UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() [obj.cpp:435] UE4Editor_Engine!UActorComponent::PostEditChangeChainProperty() [actorcomponent.cpp:684] UE4Editor_Engine!UPrimitiveComponent::PostEditChangeChainProperty() [primitivecomponent.cpp:918] UE4Editor_Engine!UMeshComponent::PostEditChangeChainProperty() [meshcomponent.cpp:113] UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() [propertynode.cpp:2354] UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [propertyhandleimpl.cpp:557] UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [propertyhandleimpl.cpp:357] UE4Editor_PropertyEditor!FPropertyValueImpl::SetValueAsString() [propertyhandleimpl.cpp:828] UE4Editor_PropertyEditor!FPropertyHandleObject::SetValueFromFormattedString() [propertyhandleimpl.cpp:3397] UE4Editor_PropertyEditor!SPropertyEditorClass::SendToObjects() [spropertyeditorclass.cpp:250] UE4Editor_PropertyEditor!SPropertyEditorClass::OnClassPicked() [spropertyeditorclass.cpp:239] UE4Editor_PropertyEditor!TBaseRawMethodDelegateInstance<0,SPropertyEditorClass,void __cdecl() [delegateinstancesimpl.h:648] UE4Editor_ClassViewer!SClassViewer::OnClassViewerSelectionChanged() [sclassviewer.cpp:2428] UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_ClassViewer!TBaseSPMethodDelegateInstance<0,SClassViewer,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_ClassViewer!TBaseDelegate<void,TSharedPtr<FClassViewerNode,0>,enum ESelectInfo::Type>::ExecuteIfBound() [delegatesignatureimpl.inl:624] UE4Editor_ClassViewer!SListView<TSharedPtr<FClassViewerNode,0> >::Private_SignalSelectionChanged() [slistview.h:735] UE4Editor_ClassViewer!STableRow<TSharedPtr<FString,0> >::OnMouseButtonUp() [stablerow.h:476] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:5049] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:239] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5038] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5515] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5495] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1704] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2127] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:1009] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3058] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46561 in the post.
0 |
Component | UE - Simulation - Physics - Character |
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Affects Versions | 4.16, 4.16.1 |
Target Fix | 4.17 |
Created | Jun 27, 2017 |
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Resolved | Jul 4, 2017 |
Updated | Apr 27, 2018 |