After enabling Support Compute Skincache if you attempt to apply a cloth asset to a material in the skeletal mesh editor the engine will crash.
This may seem similar to [Link Removed] but I confirmed this is a different issue and the fix made for that JIRA doesn't address this crash.
The user noted that the mesh needs to have morph targets.
RESULT
Editor Crashes while applying cloth asset.
EXPECTED
The cloth asset is applied to the material and the cloth begins to simulate physics.
UE4Editor_Engine!FGPUSkinCache::StartCacheMesh() gpuskincache.cpp:579 UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() skeletalrendergpuskin.cpp:491 UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() skeletalrendergpuskin.cpp:346 UE4Editor_Engine!<lambda_57a59c7915ab4e84de6f84d8da26271c>::operator() skeletalrendergpuskin.cpp:274 UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_57a59c7915ab4e84de6f84d8da26271c> > >::ExecuteTask() taskgraphinterfaces.h:883 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701 UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:325 UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:459 UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76
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Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Simulation - Physics - Character |
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Affects Versions | 4.14.3, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3336949 |
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Main Commit | 3362661 |
Created | Feb 24, 2017 |
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Resolved | Mar 8, 2017 |
Updated | Apr 27, 2018 |