Steps to Reproduce

Open QAGame project.

Open QAHLOD_Build level.

Execute build LODs.

Delete T-pot actors.

Crash when removing the second.

Callstack
  1. UE4Editor-Engine.dll!FStaticMeshSceneProxy::DrawStaticElements(FStaticPrimitiveDrawInterface * PDI) 行 1184 C++
  2. UE4Editor-Renderer.dll!FPrimitiveSceneInfo::AddStaticMeshes::__l3::<ラムダ>(int Index) 行 523 C++
  3. UE4Editor-Renderer.dll!ParallelForImpl::ParallelForInternal<void <ラムダ>(int)>(int Num, FPrimitiveSceneInfo::AddStaticMeshes::__l3::void <ラムダ>(int) Body, EParallelForFlags Flags) 行 212 C++
  4. UE4Editor-Renderer.dll!ParallelForTemplate(int) 行 342 C++
  5. UE4Editor-Renderer.dll!FPrimitiveSceneInfo::AddStaticMeshes(FRHICommandListImmediate & RHICmdList, FScene * Scene, const TArrayView<FPrimitiveSceneInfo *,int> & SceneInfos, bool bAddToStaticDrawLists) 行 531 C++
  6. UE4Editor-Renderer.dll!FPrimitiveSceneInfo::AddToScene(FRHICommandListImmediate & RHICmdList, FScene * Scene, const TArrayView<FPrimitiveSceneInfo *,int> & SceneInfos, bool bUpdateStaticDrawLists, bool bAddToStaticDrawLists, bool bAsyncCreateLPIs) 行 712 C++
  7. UE4Editor-Renderer.dll!FScene::UpdateAllPrimitiveSceneInfos(FRHICommandListImmediate & RHICmdList, bool bAsyncCreateLPIs) 行 4052 C++
  8. UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) 行 1302 C++
  9. UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) 行 3619 C++
  10. UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l35::<ラムダ>(FRHICommandListImmediate & RHICmdList) 行 3889 C++
  11. UE4Editor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,void <ラムダ>(FRHICommandListImmediate &)>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) 行 183 C++
  12. UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,void <ラムダ>(FRHICommandListImmediate &)>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) 行 886 C++
  13. UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) 行 524 C++
  14. UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) 行 709 C++
  15. UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) 行 601 C++
  16. UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) 行 373 C++
  17. UE4Editor-RenderCore.dll!FRenderingThread::Run() 行 528 C++
  18. UE4Editor-Core.dll!FRunnableThreadWin::Run() 行 86 C++
  19. UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() 行 27 C++

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Unresolved
ComponentTools - HLOD
Affects Versions4.26.1
CreatedFeb 18, 2021
UpdatedMar 1, 2021