Description

The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us into an occasional race condition scenario between EDL's async loading threads.

Steps to Reproduce

N/A (non-deterministic)

Callstack

GetArchetypeFromRequiredInfoImpl
StaticConstructObject_Internal
FObjectInstancingGraph::GetInstancedSubobject
FObjectInstancingGraph::InstancePropertyValue
FObjectPropertyBase::InstanceSubobjects
UStruct::InstanceSubobjectTemplates
FObjectInitializer::InstanceSubobjects
FObjectInitializer::PostConstructInit
FObjectInitializer::~FObjectInitializer
StaticConstructObject_Internal
FAsyncPackage::EventDrivenCreateExport
FAsyncPackage::ProcessImportsAndExports_Event
FAsyncLoadingThread::ProcessAsyncLoading
FAsyncLoadingThread::TickAsyncThread
FAsyncLoadingThread::TickAsyncLoading
FAsyncLoadingThread::FlushLoading
ULevelStreaming::RequestLevel
ULevelStreaming::UpdateStreamingState
UWorld::UpdateLevelStreaming
UGameEngine::Tick
FEngineLoop::Tick
GuardedMain
GuardedMainWrapper
WinMain

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Fixed
ComponentUE - Gameplay - Components
Affects Versions4.25
Target Fix4.26.2
Fix Commit15835209
Release Commit15835209
CreatedMar 25, 2021
ResolvedMar 25, 2021
UpdatedNov 30, 2022