The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are attached). The user's callstack is in the Callstack field of this JIRA ticket.
The Example Control Rig Unit node is not in 4.23 Preview 6 & 4.24 Main (CL#8093397).
Where the unhandled exceptions happened in my repro:
Where the user Assertion failed happened:
Found in 4.22 CL#7053642
1. Create a 4.22 new project and enable the Control Rig plugin.
2. Restart the project.
3. Create a control Rig Blueprint.
4. Add 2 Control Units and an Example Control Rig Unit in Rig Graph.
5. Compile the blueprint.
6. Add 2 elements to the Test Input Transform Array and connect the two Control Units.
7. Compile the Rig Blueprint.
8. Swap where the Control Units are connected.
9. Compile the Rig Blueprint.
10. Repeat steps 8 through 9.
Result: The engine crashes.
Expected: The engine compiles and doesn't crash.
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Assertion failed: !NewMesh->Elements[ElementIndex].PrimitiveUniformBuffer [Link Removed] [Line: 211] FMeshBatch was assigned a PrimitiveUniformBuffer even though Vertex Factory FLocalVertexFactory fetches primitive shader data through a Scene buffer. The assigned PrimitiveUniformBuffer cannot be respected. Use PrimitiveUniformBufferResource instead for dynamic primitive data, or leave both null to get FPrimitiveSceneProxy->UniformBuffer.
UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_Renderer!DispatchCheckVerify<void,<lambda_75a201deb7fd5e80ac34e8de874ab1e4> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:162]
UE4Editor_Renderer!<lambda_4511d9ea4cb0dc274240637eb003fd35>::operator()() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\dynamicprimitivedrawing.inl:214]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FViewElementPDI::DrawMesh'::`9'::FCopyDynamicPrimitiveShaderDataName,<lambda_4511d9ea4cb0dc274240637eb003fd35> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582]
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:464]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-79156 in the post.
4 |
Component | OLD - Anim |
---|---|
Affects Versions | 4.22.3 |
Target Fix | 4.24 |
Created | Aug 20, 2019 |
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Resolved | Aug 20, 2019 |
Updated | Oct 28, 2019 |