Crash occurs when importing an alembic asset as a static mesh, saving it, and then importing it again as Geometry Cache.
RESULT:
Crash.
UE4Editor_CoreUObject!UObjectBaseUtility::GetOutermost() uobjectbaseutility.cpp:118
UE4Editor_AlembicLibrary!FAbcImportData::~FAbcImportData() abcimportdata.h:217
UE4Editor_AlembicLibrary!FAbcImporter::~FAbcImporter() abcimporter.cpp:56
UE4Editor_AlembicImporter!UAlembicImportFactory::FactoryCreateBinary() alembicimportfactory.cpp:142
UE4Editor_UnrealEd!UFactory::FactoryCreateFile() factory.cpp:72
UE4Editor_UnrealEd!UFactory::ImportObject() factory.cpp:143
UE4Editor_AssetTools!FAssetTools::ImportAssets() assettools.cpp:971
UE4Editor_AssetTools!FAssetTools::ImportAssets() assettools.cpp:571
UE4Editor_ContentBrowser!SContentBrowser::ImportAsset() scontentbrowser.cpp:781
UE4Editor_ContentBrowser!SContentBrowser::HandleImportClicked() scontentbrowser.cpp:772
UE4Editor_ContentBrowser!TMemberFunctionCaller<SContentBrowser,FReply() delegateinstanceinterface.h:161
UE4Editor_ContentBrowser!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SContentBrowser,FReply() tuple.h:115
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,FReply __cdecl() delegateinstancesimpl.h:317
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() delegatesignatureimpl.inl:521
UE4Editor_Slate!SButton::OnMouseButtonUp() sbutton.cpp:278
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() slateapplication.cpp:4901
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() slateapplication.cpp:215
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:4890
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5348
UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5328
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1584
UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:1930
UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:747
UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:669
user32!<Unknown>
user32!<Unknown>
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:905
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2788
UE4Editor!GuardedMain() launch.cpp:156
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:202
UE4Editor!__scrt_common_main_seh() exe_common.inl:264
kernel32!<Unknown>
ntdll!<Unknown>
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Hey, why do i get this when i snap two similar meshes together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34418 in the post.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.13 |
Target Fix | 4.13 |
Created | Aug 9, 2016 |
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Resolved | Aug 9, 2016 |
Updated | Apr 27, 2018 |