According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it will be loaded without passing through this processing, so the OutClothIndexMapping isn't embedded for all SectionIndex. It will crash in TArray out-of-range access if it is accessed expecting that there are as many elements as Sections in "FGPUSkinCacheEntry::SetupSection()".
In 4.22 the fix for CL4825333 does not cause a crash, but the mesh seems to be broken.
[Link Removed]
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417] UE4Editor_Engine!FGPUSkinCacheEntry::SetupSection() [d:\build++ue4\sync\engine\source\runtime\engine\private\gpuskincache.cpp:304] UE4Editor_Engine!FGPUSkinCache::ProcessEntry() [d:\build++ue4\sync\engine\source\runtime\engine\private\gpuskincache.cpp:1028] UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() [d:\build++ue4\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:480] UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() [d:\build++ue4\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:312] UE4Editor_Engine!::operator()() [d:\build++ue4\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:274] UE4Editor_Engine!TGraphTask > >::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:575] UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:467] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-71730 in the post.
2 |
Component | UE - Graphics Features |
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Affects Versions | 4.21, 4.22 |
Target Fix | 4.23 |
Created | Mar 19, 2019 |
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Resolved | Nov 9, 2019 |
Updated | Feb 11, 2020 |