Editor will crash if a foliage type has Enable Scaling Density checked and user changes Engine Scalability Setting for Foliage during Runtime. Alternatively, if Foliage Quality is changed using a Blueprint as shown in attached image, game will crash. This also occurs in a packaged game.
Occurs in 4.18.0 CL 3709383
Unable to reproduce in 4.17.2. This is a regression.
#Create blank project
#Use any mesh to create foliage
#Select foliage type to access options
#Check "Enable Scaling Density"
#Play level
#Press Shift + F1 for mouse control
#Open Settings > Engine Scalabilty Settings
#Change Foliage quality to High, Medium or Low
Expected: Foliage quality will change to selected quality
Result: Engine Crashes
Assertion failed: DestInstanceIndex != INDEX_NONE [Link Removed] [Line: 127]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414] UE4Editor_Engine!FStaticMeshInstanceBuffer::UpdateInstanceData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:127] UE4Editor_Engine!FPerInstanceRenderData::UpdateAllInstanceData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.h:454] UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::BuildTree() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:2217] UE4Editor_Engine!FoliageCVarSinkFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:167] UE4Editor_Engine!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027] UE4Editor_Core!FConsoleManager::CallAllConsoleVariableSinks() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:605] UE4Editor_Engine!UGameUserSettings::ApplyNonResolutionSettings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gameusersettings.cpp:413] UE4Editor_Engine!UGameUserSettings::ApplySettings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gameusersettings.cpp:452] UE4Editor_Engine!UGameUserSettings::execApplySettings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\gameframework\gameusersettings.h:40] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4515] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:732] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2167] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4515] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1314] UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:693] UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:108] UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:212] UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1225] UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2478] UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4229] UE4Editor_Engine!APlayerController::PlayerTick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2142] UE4Editor_Engine!APlayerController::TickActor() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4323] UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:132] UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:273] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1330] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:542] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1454] UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:760] UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1408] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1659] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:396] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3296] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32 ntdll
Head over to the existing Questions & Answers thread and let us know what's up.
5 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.18 |
Target Fix | 4.18.1 |
Fix Commit | 3730434 |
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Created | Oct 25, 2017 |
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Resolved | Nov 1, 2017 |
Updated | Apr 27, 2018 |
4447 - klorberg |