[UPDATED INFO]
After some testing I discovered that using the "Paint Vertices Single Color node" on event tick is what is causing the issue. Using this node with event begin play will not crash. This also will not crash on a shipping build configuration.
To be more specific if vertex color has already been assigned via the node and you try to assign a new color that is when the crash will occur.
Painting vertices crashes development build projects.
Frequency: 3/3
Crashreporter [Link Removed]
Regression No
UPDATED REPRO
RESULT
The packaged game will crash on startup
EXPECTED
The game opens with a blue colored sphere in the scene
OLD REPRO
[Link Removed]
Results
.exe opens then crashes
Expected
.exe opens, vertices of spheres scales between black and white on a sine wave.
Updated crash reporter link: [Link Removed]
UE4Game!FMeshVertexPainter::PaintVerticesSingleColor() UE4Game!UMeshVertexPainterKismetLibrary::execPaintVerticesSingleColor() UE4Game!UFunction::Invoke() UE4Game!UObject::CallFunction() UE4Game!UObject::ProcessContextOpcode() UE4Game!UObject::ProcessInternal() UE4Game!UObject::CallFunction() UE4Game!UObject::ProcessInternal() UE4Game!UFunction::Invoke() UE4Game!UObject::ProcessEvent() UE4Game!AActor::ProcessEvent() UE4Game!AActor::ReceiveTick() UE4Game!AActor::Tick() UE4Game!AActor::TickActor() UE4Game!FActorTickFunction::ExecuteTick() UE4Game!FTickFunctionTask::DoTask() UE4Game!TGraphTask<FTickFunctionTask>::ExecuteTask() UE4Game!FNamedTaskThread::ProcessTasksNamedThread() UE4Game!FNamedTaskThread::ProcessTasksUntilQuit() UE4Game!FTaskGraphImplementation::WaitUntilTasksComplete() UE4Game!FTickTaskSequencer::ReleaseTickGroup() UE4Game!FTickTaskManager::RunTickGroup() UE4Game!UWorld::RunTickGroup() UE4Game!UWorld::Tick() UE4Game!UGameEngine::Tick() UE4Game!FEngineLoop::Tick() UE4Game!GuardedMain() UE4Game!GuardedMainWrapper() UE4Game!WinMain() UE4Game!__scrt_common_main_seh() exe_common.inl:264 kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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