Not an engine bug. This is caused by invalid user code where two transforms are being added... GetActorTransform() + FTransform(FRotator::ZeroRotator, FVector(i * 50.f, 0.f, 0.f)). This is not expected to work.
Adding Instances to the Hierarchical Instanced Static Mesh Component on BeginPlay causes the Editor to crash.
Tested in 4.19.2 (CL - 4033788), 4.20.1 (CL - 4229980), 4.21(CL - 4235929)
Expected: 10 Instanced Static Meshes would be created on Begin Play
Result: The Editor hangs and then crashes
Assertion failed: IsRotationNormalized() [Link Removed] [Line: 1252]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Engine!UInstancedStaticMeshComponent::SetupNewInstanceData() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1946]
UE4Editor_Engine!UInstancedStaticMeshComponent::AddInstanceInternal() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1523]
UE4Editor_Engine!UInstancedStaticMeshComponent::AddInstance() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1579]
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::AddInstance() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:2068]
UE4Editor_HISM419!AMyActor::BeginPlay() [e:\epic\unreal projects\hism419\source\hism419\myactor.cpp:24]
UE4Editor_Engine!AActor::DispatchBeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\actor.cpp:3107]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:189]
UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177]
UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\world.cpp:3536]
UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:355]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3274]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2410]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1271]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1581]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:401]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3339]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-62282 in the post.
20 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.19.2, 4.20.1, 4.21 |
Target Fix | 4.22 |
Created | Jul 29, 2018 |
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Resolved | Jan 9, 2019 |
Updated | Jan 18, 2019 |