This is a common crash occurring for users in 4.16 and the 4.17 Preview. Additional information is not currently available.
User Descriptions
Source Context
807 for(const FClothingActorNv& Actor : Actors) 808 { 809 // Only do this for active actors 810 if(Actor.CurrentLodIndex != INDEX_NONE) 811 { 812 int32 SimBoneIndex = Actor.AssetCreatedFrom->ReferenceBoneIndex; 813 814 if(bUsingMaster) 815 { 816 check(SimBoneIndex < InOwnerComponent->GetMasterBoneMap().Num()); 817 ***** SimBoneIndex = InOwnerComponent->GetMasterBoneMap()[SimBoneIndex]; 818 } 819 820 FTransform SimBoneTransformCS = ActualComponent->GetComponentSpaceTransforms()[SimBoneIndex]; 821 822 const FClothingActorNv::FActorLodData& LodData = Actor.LodData[Actor.CurrentLodIndex]; 823 824 FVector Center = SimBoneTransformCS.TransformPosition(P2UVector(LodData.Cloth->getBoundingBoxCenter())); 825 FVector HalfExtents = SimBoneTransformCS.TransformVector(P2UVector(LodData.Cloth->getBoundingBoxScale())); 826 827 CurrentBounds = CurrentBounds + FBox(Center - HalfExtents, Center + HalfExtents); 828 } 829 }
repro steps currently unknown
Assertion failed: SimBoneIndex < InOwnerComponent->GetMasterBoneMap().Num() [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\ClothingSystemRuntime\Private\ClothingSimulationNv.cpp] [Line: 729] UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::GetBounds() [clothingsimulationnv.cpp:730] UE4Editor_Engine!USkeletalMeshComponent::AddClothingBounds() [skeletalmeshcomponentphysics.cpp:2131] UE4Editor_Engine!USkeletalMeshComponent::CalcBounds() [skeletalmeshcomponent.cpp:2015] UE4Editor_Engine!USceneComponent::UpdateBounds() [scenecomponent.cpp:1104] UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() [primitivecomponent.cpp:431] UE4Editor_Engine!USkinnedMeshComponent::CreateRenderState_Concurrent() [skinnedmeshcomponent.cpp:449] UE4Editor_Engine!USkeletalMeshComponent::SetSkeletalMesh() [skeletalmeshcomponent.cpp:2055] UE4Editor_Engine!USkinnedMeshComponent::execSetSkeletalMesh() [skinnedmeshcomponent.h:179] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:721] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [scriptcore.cpp:2165] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1313] UE4Editor_Engine!AActor::ProcessEvent() [actor.cpp:695] UE4Editor_Engine!AActor::ReceiveBeginPlay() UE4Editor_Engine!AActor::BeginPlay() [actor.cpp:3136] UE4Editor_Engine!ACharacter::BeginPlay() [character.cpp:146] UE4Editor_Engine!AActor::DispatchBeginPlay() [actor.cpp:3104] UE4Editor_Engine!AActor::PostActorConstruction() [actor.cpp:2970] UE4Editor_Engine!AActor::FinishSpawning() [actor.cpp:2876] UE4Editor_Engine!UGameplayStatics::FinishSpawningActor() [gameplaystatics.cpp:505] UE4Editor_Engine!UGameplayStatics::execFinishSpawningActor() [gameplaystatics.h:40] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:721] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [scriptcore.cpp:2165] UE4Editor_CoreUObject!UObject::execLetObj() [scriptcore.cpp:1987] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1313] UE4Editor_Engine!AActor::ProcessEvent() [actor.cpp:695] UE4Editor_Engine!AActor::ReceiveBeginPlay() UE4Editor_Engine!AActor::BeginPlay() [actor.cpp:3136] UE4Editor_Engine!AActor::DispatchBeginPlay() [actor.cpp:3104] UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [worldsettings.cpp:187] UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [gamemode.cpp:229] UE4Editor_Engine!AGameMode::SetMatchState() [gamemode.cpp:341] UE4Editor_Engine!AGameMode::StartMatch() [gamemode.cpp:206] UE4Editor_Engine!UWorld::BeginPlay() [world.cpp:3443] UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [gameinstance.cpp:338] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [playlevel.cpp:3427] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [playlevel.cpp:2515] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [playlevel.cpp:1217] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1525] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:386] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3119] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-47296 in the post.
2 |
Component | UE - Simulation - Physics - Character |
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Affects Versions | 4.16, 4.17 |
Target Fix | 4.17 |
Created | Jul 17, 2017 |
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Resolved | Jul 19, 2017 |
Updated | Apr 27, 2018 |