Description

In the case of "Reimport Base Mesh + LODs", there is no crash.

Steps to Reproduce

1. Open the SK_Mannequin_Female.uasset in the attached project.

2. Display the LOD1.

3. Reimport Base Mesh.

 

Assertion failed: SkeletalMeshRenderData->LODRenderData[LODIndex].GetNumVertices() > 0

This will occur and cause a crash.

Callstack

LoginId:65c0e6594e6582c06e82a19dd80bdc0e
EpicAccountId:0732afa141084f598cd9b3f514b98f5b

Assertion failed: SkeletalMeshRenderData->LODRenderData[LODIndex].GetNumVertices() > 0 [Link Removed] [Line: 5455]

UE4Editor_Core!AssertFailedImplV() [F:\UE4main\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [F:\UE4main\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_Engine!FSkeletalMeshSceneProxy::GetMeshElementsConditionallySelectable() [F:\UE4main\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:5455]
UE4Editor_UnrealEd!FDebugSkelMeshSceneProxy::GetDynamicMeshElements() [F:\UE4main\Engine\Source\Editor\UnrealEd\Private\Animation\DebugSkelMeshComponent.cpp:926]
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [F:\UE4main\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:2926]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [F:\UE4main\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:4110]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [F:\UE4main\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:4371]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [F:\UE4main\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1455]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [F:\UE4main\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3742]
UE4Editor_Renderer!<lambda_cc1442c4bafed83188c182dd4b1a4ab0>::operator()() [F:\UE4main\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4009]
UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> >::DoTask() [F:\UE4main\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> > >::ExecuteTask() [F:\UE4main\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [F:\UE4main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:710]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [F:\UE4main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:602]
UE4Editor_RenderCore!RenderingThreadMain() [F:\UE4main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [F:\UE4main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [F:\UE4main\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

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Fixed
Fix Commit18132607
Release Commit18132607
CreatedOct 29, 2021
ResolvedNov 10, 2021
UpdatedJan 26, 2023