From Licensee:
Catching the exception with debugger allowed us to find a list of materials on the hlod mesh on which the error occured and we were then able to link it to one of our meshes causing the error.
What we discovered is that this mesh had been assigned 2 materials instances inheriting from the same material and that, by mistake, had all the same parameters.
Assigning proper and distinct parameters on the materials allows us to complete the HLOD build.
Of course, having 2 materials instances sharing identicals parameters is not a proper use-case, but it only seems to be detrimental when building HLOD and, even then, the error is far from explicit regarding its root cause.
See the attached project from the licensee in UDN.
LogWindows: Error: Windows GetLastError: Descripteur non valide (6) LogThreadingWindows: Error: Runnable thread Foreground Worker #1 crashed. LogWindows: Error: === Critical error: === LogWindows: Error: LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File: \Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771] LogWindows: Error: Array index out of bounds: 16777215 from an array of size 64 LogWindows: Error: LogWindows: Error: LogWindows: Error: [Callstack] 0x00007ffada2d9e76 UnrealEditor-NaniteBuilder.dll!Nanite::BuildCoarseRepresentation() [ \Engine\Source\Developer\NaniteBuilder\Private\NaniteBuilder.cpp:261] LogWindows: Error: [Callstack] 0x00007ffada2d89e4 UnrealEditor-NaniteBuilder.dll!Nanite::FBuilderModule::Build() [ \Engine\Source\Developer\NaniteBuilder\Private\NaniteBuilder.cpp:690] LogWindows: Error: [Callstack] 0x00007ffae9b60114 UnrealEditor-MeshBuilder.dll!BuildNanite() [ \Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:255] LogWindows: Error: [Callstack] 0x00007ffae9b5a415 UnrealEditor-MeshBuilder.dll!FStaticMeshBuilder::Build() [ \Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:436] LogWindows: Error: [Callstack] 0x00007ffae9b5e601 UnrealEditor-MeshBuilder.dll!FMeshBuilderModule::BuildMesh() [ \Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:50] LogWindows: Error: [Callstack] 0x00007ffafbdb3d02 UnrealEditor-Engine.dll!FStaticMeshRenderData::Cache() [ \Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3110] LogWindows: Error: [Callstack] 0x00007ffafbdb5147 UnrealEditor-Engine.dll!UStaticMesh::CacheDerivedData() [ \Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5450] LogWindows: Error: [Callstack] 0x00007ffafbdc9515 UnrealEditor-Engine.dll!UStaticMesh::ExecuteBuildInternal() [ \Engine\Source\Runtime\Engine\Private\StaticMeshBuild.cpp:453] LogWindows: Error: [Callstack] 0x00007ffafbdc6992 UnrealEditor-Engine.dll!FAsyncTask<FStaticMeshAsyncBuildWorker>::DoTaskWork() [ \Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626] LogWindows: Error: [Callstack] 0x00007ffafa058a70 UnrealEditor-Engine.dll!FAsyncTaskBase::DoWork() [ \Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289] LogWindows: Error: [Callstack] 0x00007ffafa05857e UnrealEditor-Engine.dll!FAsyncTaskBase::DoThreadedWork() [ \Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313] LogWindows: Error: [Callstack] 0x00007ffafa3b6614 UnrealEditor-Engine.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [ \Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141] LogWindows: Error: [Callstack] 0x00007ff65e3a9632 UnrealEditor.exe!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>::operator()() [ \Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499] LogWindows: Error: [Callstack] 0x00007ff65e3b0bb3 UnrealEditor.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [ \Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171] LogWindows: Error: [Callstack] 0x00007ffafe718cd5 UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() [ \Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627] LogWindows: Error: [Callstack] 0x00007ffafe718a7c UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask() [ \Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150] LogWindows: Error: [Callstack] 0x00007ffafe6f80e2 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [ \Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350] LogWindows: Error: [Callstack] 0x00007ffafe7408c2 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain() [ \Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378] LogWindows: Error: [Callstack] 0x00007ffafe708b60 UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [ \Engine\Source\Runtime\Core\Public\Templates\Function.h:480] LogWindows: Error: [Callstack] 0x00007ffafe8ef773 UnrealEditor-Core.dll!FThreadImpl::Run() [ \Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69] LogWindows: Error: [Callstack] 0x00007ffafed24e22 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [ \Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149] LogWindows: Error: [Callstack] 0x00007ffafed18657 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [ \Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79] LogWindows: Error: [Callstack] 0x00007ffb82ee257d KERNEL32.DLL!UnknownFunction [] LogWindows: Error: LogWindows: Error: Crash in runnable thread Foreground Worker #1 LogExit: Executing StaticShutdownAfterError LogWindows: FPlatformMisc::RequestExit(1, FRunnableThreadWin::GuardedRun.ExceptionHandler) LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, FRunnableThreadWin::GuardedRun.ExceptionHandler) LogCore: Engine exit requested (reason: Win RequestExit)
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201699 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - HLOD |
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Target Fix | 5.4 |
Fix Commit | 30245756 |
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Main Commit | 30245768 |
Created | Dec 2, 2023 |
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Resolved | Jan 12, 2024 |
Updated | Mar 25, 2024 |