Developer Notes

The fix was to add a warning dialogue box that SpeedTree materials are not compatible with Destructible Meshes.


Crash Reporter information added for 4.7.2 - 4.7.6

Also Reproduced in Main Promotable-CL-2527312

Crashes from current engine seem to be predominately from Open World Content Assets.

including Reproduction Steps and Callstack

From Crash Reporter Logs:

  • loading destructable mesh from one of the trees in the Open World Demo collection pack
  • Setting a material with UV coordinate set to 4 (5th channel) on a skeletal mesh. (Skeletal meshes seem to be limited to 4 UV channels)
  • creating destructible mesh from a normal mesh
  • I tried to make a destructible mesh for a sample model from SpeedTree; the entire universe realized that there is no truly definable "up" or "down" and thus resulted to collapsing upon itself because of autonomous confusion.
    And by that I mean it crashed.

Update: 9/2/2014
Tested in CL: 2281016
Adjusted some information below to be more relevant.
Tim H.
Tested in CL: 2245704
LIVE build: 4.3.1
When using a SpeedTree asset to create a destructible mesh the fracture tool will load and then while compiling shaders it will crash the editor.
Repro Steps:
1. Open UE4
2. Import a SpeedTree asset (any will do Zip file with asset included)
3. Find SpeedTree asset in Content Browser
4. Create DM from SpeedTree asset
5. Wait for Fracture tool to load
6. while compiling shaders the engine will crash
In the MAIN build, the editor will crash with any SpeedTree that is used as a Destructible mesh. The Crash will only occur if there is a material applied to the asset. It is only while compiling shaders that the crash will occur.
**side note: creating the DM with no materials then applying the materials after the fact results in no crash.  
The editor will not crash when using SpeedTree asset to create a DM that needs to compile shaders.

Steps to Reproduce
  1. Open QAGame Editor
  2. Import Asset found at [Link Removed]
  3. Right Click the Broadleaf Static Mesh >> Create Destructible Mesh

RESULTS: Engine will crash upon the Fracture Editor Opening

EXPECTED: No Crash or Warning that asset cannot be made into a destructible.

UE4Editor_D3D11RHI!VerifyD3D11Result() [d3d11util.cpp:189] 
UE4Editor_D3D11RHI!FD3D11BoundShaderState::FD3D11BoundShaderState() [d3d11shaders.cpp:225] 
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateBoundShaderState() [d3d11shaders.cpp:288] 
UE4Editor_RHI!CreateBoundShaderState_Internal() [rhimethods.h:510] 
UE4Editor_RHI!FRHICommandList::BuildLocalBoundShaderState() [rhicommandlist.h:1226] 
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FNoLightMapPolicy>() [basepassrendering.cpp:302] 
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:919] 
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:365] 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [deferredshadingrenderer.cpp:361] 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [deferredshadingrenderer.cpp:1290] 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:787] 
UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1118] 
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`12'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:667] 
UE4Editor_Core!FTaskThread::ProcessTasks() [taskgraph.cpp:428] 
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:271] 
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:282] 
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:385] 
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:73] 
UE4Editor_Core!FRunnableThreadWin::GuardedRun() [windowsrunnablethread.cpp:26] 

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ComponentUE - Graphics Features
Affects Versions4.
Target Fix4.14
Fix Commit3130008
Main Commit3136620
CreatedAug 11, 2014
ResolvedSep 19, 2016
UpdatedApr 27, 2018