When updating InstanceStaticMesh transform from C++ or BP, UpdateInstanceTransform then FStaticMeshInstanceBuffer::UpdateInstanceData gets called. Sometimes InstanceData->SetInstance in FStaticMeshInstanceBuffer::UpdateInstanceData crashes.
Unknown
UE4Editor_Engine!FStaticMeshInstanceBuffer::UpdateInstanceData() [instancedstaticmesh.cpp:134] UE4Editor_Engine!FPerInstanceRenderData::UpdateInstanceData() [instancedstaticmesh.h:436] UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::BuildTree() [hierarchicalinstancedstaticmesh.cpp:2184] UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::BuildTreeIfOutdated() [hierarchicalinstancedstaticmesh.cpp:2387] UE4Editor_Engine!FComponentInstanceDataCache::ApplyToActor() [componentinstancedatacache.cpp:379] UE4Editor_Engine!AActor::ExecuteConstruction() [actorconstruction.cpp:788] UE4Editor_Engine!AActor::RerunConstructionScripts() [actorconstruction.cpp:494] UE4Editor_Engine!ULevel::IncrementalUpdateComponents() [level.cpp:942] UE4Editor_Engine!UWorld::UpdateWorldComponents() [world.cpp:1577] UE4Editor_Engine!UWorld::InitializeActorsForPlay() [world.cpp:3305] UE4Editor_Engine!UEngine::LoadMap() [unrealengine.cpp:10383] UE4Editor_Engine!UEngine::Browse() [unrealengine.cpp:9685] UE4Editor_Engine!UGameInstance::StartGameInstance() [gameinstance.cpp:423] UE4Editor!FEngineLoop::Init() [launchengineloop.cpp:2692] UE4Editor!GuardedMain() [launch.cpp:153] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!<Unknown> ntdll!<Unknown>
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52310 in the post.
4 |
Component | UE - Graphics Features |
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Affects Versions | 4.17, 4.18 |
Target Fix | 4.21 |
Fix Commit | 3942464 |
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Created | Nov 13, 2017 |
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Resolved | Oct 5, 2018 |
Updated | Dec 11, 2018 |