Description

When adding an asset directly to a blueprint, it is not in the streaming components, so the assertion fails when setting the geometry cache.

Steps to Reproduce
  • In QA Game, create a new actor blueprint and open it up to edit it
  • Find this asset: GeometryCache'/Game/Sequencer/FrameAccuracy/AlembicContent/GeometryCache/BoxAlembicCache.BoxAlembicCache'
  • Drag it from the content browser into the Components hierarchy of the new blueprint and observe the following assert in FGeometryCacheStreamingManager::PrefetchDataInternal

RESULT

Assertion failed: IsManagedComponent(CacheComponent)

Callstack
  1. UnrealEditor-GeometryCache.dll!FGeometryCacheStreamingManager::PrefetchDataInternal(UGeometryCacheComponent * CacheComponent) Line 286 C++
  2. UnrealEditor-GeometryCache.dll!UGeometryCacheComponent::SetGeometryCache(UGeometryCache * NewGeomCache) Line 421 C++
  3. UnrealEditor-GeometryCacheEd.dll!FGeometryCacheAssetBroker::AssignAssetToComponent(UActorComponent * InComponent, UObject * InAsset) Line 22 C++
  4. UnrealEditor-UnrealEd.dll!FComponentAssetBrokerage::AssignAssetToComponent(UActorComponent * InComponent, UObject * InAsset) Line 271 C++
  5. UnrealEditor-Kismet.dll!SSCSEditor::AddNewNode(SSCSEditor::FAddedNodeDetails & OutAddedNodeDetails, TUniquePtr<FScopedTransaction,TDefaultDelete<FScopedTransaction>> InOngoingCreateTransaction, USCS_Node * NewNode, UObject * Asset, bool bMarkBlueprintModified, bool bSetFocusToNewItem) Line 5876 C++
  6. UnrealEditor-Kismet.dll!SSCSEditor::AddNewComponent(UClass * NewComponentClass, UObject * Asset, const SSCSEditor::FAddNewComponentParams Params) Line 5610 C++
  7. UnrealEditor-Kismet.dll!SSCSEditor::TryHandleAssetDragDropOperation(const FDragDropEvent & DragDropEvent) Line 176 C++
  8. UnrealEditor-Kismet.dll!SSCSEditorDragDropTree::OnDrop(const FGeometry & MyGeometry, const FDragDropEvent & DragDropEvent) Line 275 C++
  9. UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l10::<lambda>(const FArrangedWidget & CurWidget, const FPointerEvent & Event) Line 4876 C++
  10. UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &)>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l10::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 380 C++
  11. UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 4872 C++
  12. UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5363 C++
  13. UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const FVector2D CursorPos) Line 5328 C++
  14. UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2200 C++
  15. UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2693 C++
  16. UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1876 C++
  17. UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 900 C++

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-112020 in the post.

1
Login to Vote

Fixed
Fix Commit16225156
Main Commit16225170
Release Commit16225156
CreatedMar 24, 2021
ResolvedMay 6, 2021
UpdatedDec 1, 2022