Description

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.

Error message:

Assertion failed: IsValid() [Link Removed] [Line: 728]

Source Context:

 1774       		delete AsyncBuildInstanceBufferTask;
 1775       		AsyncBuildInstanceBufferTask = nullptr;
 1776       	}
 1777       }
 1778       
 1779       
 1780       
 1781       void UHierarchicalInstancedStaticMeshComponent::Serialize(FArchive& Ar)
 1782       {
 1783       	Super::Serialize(Ar);
 1784       	if (Ar.IsLoading())
 1785       	{
 1786       		ClusterTreePtr = MakeShareable(new TArray<FClusterNode>);
 1787       	}
 1788 ***** 	TArray<FClusterNode>& ClusterTree = *ClusterTreePtr;
 1789       	ClusterTree.BulkSerialize(Ar);
 1790       	if (Ar.IsLoading() && !BuiltInstanceBounds.IsValid)
 1791       	{
 1792       		BuiltInstanceBounds = (ClusterTree.Num() > 0 ? FBox(ClusterTree[0].BoundMin, ClusterTree[0].BoundMax) : FBox(0));
 1793       	}
 1794       }
 1795       
 1796       void UHierarchicalInstancedStaticMeshComponent::RemoveInstanceInternal(int32 InstanceIndex)
 1797       {
 1798       	PartialNavigationUpdate(InstanceIndex);
 1799       
 1800       	// Save the render index
 1801       	const int32 RemovedRenderIndex = InstanceReorderTable[InstanceIndex];
 1802       	if (RemovedRenderIndex != INDEX_NONE)
 1803       	{

Most recent user affected CL: 3106830

Logs:
[Link Removed]
[Link Removed]

Steps to Reproduce
  1. Open the editor
  2. Create a new C++ Class based on FoliageInstancedStatcMeshComponent
  3. Create a new C++ Class based on WorldSettings (MyWorldSettings)
  4. Navigate to Project Settings and set the WorldSettings class to MyWorldSettings
  5. Restart the project
  6. Change one of the C++ files (I added two spaces to MyWorldSettings.cpp)
  7. Compile the project

Result: Editor Crashes during hot reload

Callstack
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::Serialize() [hierarchicalinstancedstaticmesh.cpp:1789]
UE4Editor_CoreUObject!FFindReferencersArchive::ResetPotentialReferencer() [findreferencersarchive.cpp:88]
UE4Editor_UnrealEd!TFindObjectReferencers<UObject>::TFindObjectReferencers<UObject>() [archiveuobject.h:515]
UE4Editor_UnrealEd!FReplaceReferenceHelper::FindAndReplaceReferences() [kismetreinstanceutilities.cpp:64]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [kismetreinstanceutilities.cpp:1616]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() [kismetreinstanceutilities.cpp:1276]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceInner() [kismetreinstanceutilities.cpp:570]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [kismetreinstanceutilities.cpp:732]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClass() [hotreload.cpp:1183]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClasses() [hotreload.cpp:1170]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void __cdecl() [delegateinstancesimpl_variadics.inl:642]
UE4Editor_CoreUObject!UClassReplaceHotReloadClasses() [uobjectbase.cpp:674]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [uobjectbase.cpp:821]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl() [delegateinstancesimpl_variadics.inl:1021]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [delegatesignatureimpl_variadics.inl:921]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [modulemanager.cpp:461]
UE4Editor_Core!FModuleManager::LoadModule() [modulemanager.cpp:322]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [hotreload.cpp:770]
UE4Editor_HotReload!UE4Function_Private::TFunctionRefCaller<<lambda_885b6930da405f85c35121aefbb9aaaf>,void __cdecl() [function.h:308]
UE4Editor_HotReload!FHotReloadModule::CheckForFinishedModuleDLLCompile() [hotreload.cpp:1817]
UE4Editor_HotReload!FHotReloadModule::Tick() [hotreload.cpp:506]
UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:957]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:368]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2775]
UE4Editor!GuardedMain() [launch.cpp:148]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint
Affects Versions4.124.15
CreatedSep 8, 2016
ResolvedJul 6, 2018
UpdatedJul 9, 2018