Licensee is reporting a crash when they are calling SetSkinWeightProfile.
> UnrealEditor-Engine-Win64-Debug.dll!FSkinWeightLookupVertexBuffer::GetWeightOffsetAndInfluenceCount(unsigned int VertexIndex, unsigned int & OutWeightOffset, unsigned int & OutInfluenceCount) Line 185 C++
UnrealEditor-Engine-Win64-Debug.dll!FSkinWeightVertexBuffer::GetVertexInfluenceOffsetCount(unsigned int VertexIndex, unsigned int & VertexWeightOffset, unsigned int & VertexInfluenceCount) Line 746 C++
UnrealEditor-Engine-Win64-Debug.dll!FRuntimeSkinWeightProfileData::ApplyOverrides(FSkinWeightVertexBuffer * OverrideBuffer, const unsigned char * DataBuffer, const int NumVerts) Line 806 C++
UnrealEditor-Engine-Win64-Debug.dll!FSkinWeightProfilesData::InitialiseProfileBuffer(const FName & ProfileName) Line 732 C++
UnrealEditor-Engine-Win64-Debug.dll!FSkinWeightProfileManagerAsyncTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 339 C++
UnrealEditor-Engine-Win64-Debug.dll!TGraphTask<FSkinWeightProfileManagerAsyncTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1237 C++
UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 760 C++
UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 651 C++
UnrealEditor-Core-Win64-Debug.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2069 C++
UnrealEditor-Core-Win64-Debug.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 2122 C++
UnrealEditor-Engine-Win64-Debug.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 556 C++
UnrealEditor-Engine-Win64-Debug.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1583 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 775 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1519 C++
UnrealEditor-Kismet-Win64-Debug.dll!FSCSEditorViewportClient::Tick(float DeltaSeconds) Line 257 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2111 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to properly terminate the DoWork thread function in FAsyncTask?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229233 in the post.
0 |
Component | UE - Anim - Rigging |
---|---|
Affects Versions | 5.4.4 |
Target Fix | 5.6 |
Created | Oct 30, 2024 |
---|---|
Updated | Nov 20, 2024 |