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.

Steps to Reproduce
  1. Open a blank project
  2. Import attached Skeletal mesh with materails
  3. Enable Support Compute Skincache in project settings and restart
  4. Open skel mesh and import cloth asset attached (either one)
  5. Apply the cloth asset to any material element

Editor Crashes while applying cloth asset.

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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ComponentUE - Simulation - Physics - Character
Affects Versions4.14.34.15
Target Fix4.16
Fix Commit3336949
Main Commit3362661
CreatedFeb 24, 2017
ResolvedMar 8, 2017
UpdatedApr 27, 2018