This is a trending crash coming out of 4.18, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
57 const TArray<FVector>& FBaseMeshPaintGeometryAdapter::GetMeshVertices() const 58 { 59 return MeshVertices; 60 } 61 62 const TArray<uint32>& FBaseMeshPaintGeometryAdapter::GetMeshIndices() const 63 { 64 return MeshIndices; 65 } 66 67 void FBaseMeshPaintGeometryAdapter::GetVertexPosition(int32 VertexIndex, FVector& OutVertex) const 68 { 69 ***** OutVertex = MeshVertices[VertexIndex]; 70 } 71 72 TArray<uint32> FBaseMeshPaintGeometryAdapter::SphereIntersectTriangles(const float ComponentSpaceSquaredBrushRadius, const FVector& ComponentSpaceBrushPosition, const FVector& ComponentSpaceCameraPosition, const bool bOnlyFrontFacing) const 73 { 74 TArray<uint32> OutTriangles; 75 76 // Use a bit of distance bias to make sure that we get all of the overlapping triangles. We 77 // definitely don't want our brush to be cut off by a hard triangle edge 78 const float SquaredRadiusBias = ComponentSpaceSquaredBrushRadius * 0.025f; 79 80 for (FMeshPaintTriangleOctree::TConstElementBoxIterator<> TriIt(*MeshTriOctree, FBoxCenterAndExtent(ComponentSpaceBrushPosition, FVector(FMath::Sqrt(ComponentSpaceSquaredBrushRadius + SquaredRadiusBias)))); TriIt.HasPendingElements(); TriIt.Advance()) 81 { 82 // Check to see if the triangle is front facing 83 const FMeshPaintTriangle & CurrentTri = TriIt.GetCurrentElement(); 84 const float SignedPlaneDist = FVector::PointPlaneDist(ComponentSpaceCameraPosition, CurrentTri.Vertices[0], CurrentTri.Normal);
1) Create a skeletal mesh that has two clothing assets with a large difference in the number of vertices.
2) Enter cloth paint - selecting the asset with the most verts
3) Use the gradient tool to select all verts
4) Switch to the other clothing asset
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 1600 from an array of size 0 UE4Editor_MeshPaint!FBaseMeshPaintGeometryAdapter::GetVertexPosition() [basemeshpaintgeometryadapter.cpp:70] UE4Editor_ClothPainter!FClothPaintTool_Gradient::Render() [clothpainttools.cpp:143] UE4Editor_ClothPainter!FClothPainter::Render() [clothpainter.cpp:333] UE4Editor_MeshPaint!IMeshPaintEdMode::Render() [imeshpaintmode.cpp:379] UE4Editor_UnrealEd!FEditorModeTools::Render() [editormodemanager.cpp:837] UE4Editor_UnrealEd!FEditorViewportClient::Draw() [editorviewportclient.cpp:3591] UE4Editor_Persona!FAnimationViewportClient::Draw() [animationeditorviewportclient.cpp:357] UE4Editor_Renderer!FSceneRenderer::FSceneRenderer() [scenerendering.cpp:1398] UE4Editor_Renderer!FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer() [deferredshadingrenderer.cpp:217] UE4Editor_Renderer!FSceneRenderer::CreateSceneRenderer() [scenerendering.cpp:1766] UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [scenerendering.cpp:2246] UE4Editor_UnrealEd!FEditorViewportClient::Draw() [editorviewportclient.cpp:3460] UE4Editor_Engine!FViewport::Draw() [unrealclient.cpp:1207] UE4Editor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() [editorengine.cpp:2046] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1819] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:396] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3296] 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-51921 in the post.
0 |
Component | UE - Simulation - Physics - Character |
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Affects Versions | 4.18 |
Target Fix | 4.19 |
Created | Nov 2, 2017 |
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Resolved | Nov 6, 2017 |
Updated | Jan 13, 2021 |