Description

The editor crashes with an assertion failure when placing a Blueprint actor that contains a Groom Component bound to a MetaHuman skeletal mesh. The crash occurs in AddHairStrandInitMeshSamplesPass during the initialization of the groom mesh projection, when the position buffers returned by the GPU Skin Cache are inconsistent across skeletal mesh sections.

Expected Result: The CharacterTest blueprint spawns without crashing.

Actual Result: Editor crashes with assertion failure in HairStrandsMeshProjection.cpp:626.

Steps to Reproduce
  • Open the attached GroomTest project (UE 5.7, Release-5.7 Perforce stream)
  • Open any level in the editor
  • In the Content Browser, navigate to /Game/Proto
  • Drag the CharacterTest blueprint into the viewport
  • The editor crashes immediately with the assertion failure. Alternatively, after placing the actor, moving the camera away from the actor can also trigger the crash.
Callstack

UnrealEditor-HairStrandsCore.dll!AddHairStrandInitMeshSamplesPass(FRDGBuilder & GraphBuilder, FGlobalShaderMap * ShaderMap, const int LODIndex, const FCachedGeometry & MeshData, FHairStrandsRestRootResource * RestResources, FHairStrandsDeformedRootResource * DeformedResources) Line 626 C++
UnrealEditor-HairStrandsCore.dll!RunHairStrandsInterpolation_Guide(FRDGBuilder & GraphBuilder, FSceneInterface * Scene, const FSceneView * View, const unsigned int ViewUniqueID, const TArray<FHairStrandsInstance *,TSizedDefaultAllocator<32>> & Instances, const FShaderPrintData * ShaderPrintData, FHairTransientResources & TransientResources, FGlobalShaderMap * ShaderMap) Line 948 C++
UnrealEditor-HairStrandsCore.dll!ProcessHairStrandsBookmark(FRDGBuilder * GraphBuilder, EHairStrandsBookmark Bookmark, FHairStrandsBookmarkParameters & Parameters) Line 3357 C++
UnrealEditor-Renderer.dll!FSceneRenderer::PreVisibilityFrameSetup(FRDGBuilder & GraphBuilder) Line 4982 C++
[Inline Frame] UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::PreVisibilityFrameSetup(FRDGBuilder &) Line 5845 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::BeginInitViews(FRDGBuilder & GraphBuilder, const FSceneTexturesConfig & SceneTexturesConfig, FInstanceCullingManager & InstanceCullingManager, FRDGExternalAccessQueue & ExternalAccessQueue, FDeferredShadingSceneRenderer::FInitViewTaskDatas & TaskDatas) Line 5871 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 2052 C++
UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread(FRDGBuilder & GraphBuilder, FSceneRenderer * Renderer, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 4912 C++
[Inline Frame] UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l116::<lambda_4>::operator()(FRDGBuilder &) Line 5207 C++
UnrealEditor-Renderer.dll!{{FRendererModule::BeginRenderingViewFamilies'::}}116'::<lambda_4>::<lambda_invoker_cdecl>(FRDGBuilder & GraphBuilder, const FSceneRenderFunctionInputs & Inputs) Line 5209 C++
[Inline Frame] UnrealEditor-Renderer.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,bool __cdecl(FRDGBuilder &,FSceneRenderFunctionInputs const &)>::operator()(FRDGBuilder &) Line 414 C++
UnrealEditor-Renderer.dll!FSceneRenderProcessor::Execute::__l30::<lambda_4>::operator()(FRHICommandListImmediate & RHICmdList) Line 894 C++
UnrealEditor-RenderCore.dll!ExecuteCommand(FRHICommandList * RHICmdList, const TVariant<TUniqueFunction<void __cdecl(void)>,TUniqueFunction<void __cdecl(FRHICommandList &)>,TUniqueFunction<void __cdecl(FRHICommandListImmediate &)>> & Function, const FRenderCommandTag & Tag) Line 1540 C++
[Inline Frame] UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::ExecuteCommands::__l2::<lambda_1>::operator()(TVariant<TUniqueFunction<void __cdecl(void)>,TUniqueFunction<void __cdecl(FRHICommandList &)>,TUniqueFunction<void __cdecl(FRHICommandListImmediate &)>> &&) Line 1937 C++
UnrealEditor-RenderCore.dll!UE::RenderCommandPipe::FCommandList::ConsumeCommands<{{FRenderThreadCommandPipe::ExecuteCommands'::}}2'::<lambda_1>>(const FRenderThreadCommandPipe::ExecuteCommands::__l2::<lambda_1> & Lambda) Line 431 C++
[Inline Frame] UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::ExecuteCommands(UE::RenderCommandPipe::FCommandList &) Line 1935 C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1924 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 414 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> &) Line 1101 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1094 C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 696 C++
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 518 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 495 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 791 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 680 C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 260 C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 420 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 159 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
[External Code]

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-371068 in the post.

1
Login to Vote

Cannot Reproduce
CreatedMar 23, 2026
ResolvedApr 3, 2026
UpdatedJun 3, 2026
View Jira Issue