NOTE: Does not occur in 4.16, entered this to find a fix for licensee to integrate.
Error message:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out of bounds: 5 from an array of size 5
Source Context:
2106 } 2107 if (!bFoundValidName) 2108 { 2109 MissingNameSuffixMaterial.Add(MaterialIndex); 2110 } 2111 } 2112 2113 if (bNeedsReorder && MissingNameSuffixMaterial.Num() > 0) 2114 { 2115 //Add the missing name material at the end to not disturb the existing order 2116 TArray<int32> OrderedListMissing; 2117 OrderedListMissing.AddZeroed(NameIndexToMaterialIndex.Num() + MissingNameSuffixMaterial.Num()); 2118 for (auto Kvp : NameIndexToMaterialIndex) 2119 { 2120 ***** OrderedListMissing[Kvp.Key] = -1; 2121 } 2122 for (int32 OrderedListMissingIndex = 0; OrderedListMissingIndex < OrderedListMissing.Num(); ++OrderedListMissingIndex) 2123 { 2124 if (OrderedListMissing[OrderedListMissingIndex] != 0) 2125 continue; 2126 2127 NameIndexToMaterialIndex.Add(OrderedListMissingIndex, MissingNameSuffixMaterial.Pop()); 2128 2129 } 2130 } 2131 2132 //Add greater then material array slot index at the end sorted by integer the index will be remap correctly in the case of a LOD import 2133 if (NameIndexGreaterThenMaterialArraySize.Num() > 0) 2134 { 2135 int32 MaxAvailableKey = NameIndexToMaterialIndex.Num();
Most recent user affected CL: 3416026
Logs:
[Link Removed]
CrashReporter User Descriptions:
Result: Crash
Expected: Reimports with one less material ID than the original uasset
UE4Editor_UnrealEd!UnFbx::FFbxImporter::SetMaterialOrderByName() [fbxskeletalmeshimport.cpp:2121] UE4Editor_UnrealEd!UnFbx::FFbxImporter::FillSkeletalMeshImportData() [fbxskeletalmeshimport.cpp:1203] UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportSkeletalMesh() [fbxskeletalmeshimport.cpp:1347] UE4Editor_UnrealEd!UnFbx::FFbxImporter::ReimportSkeletalMesh() [fbxskeletalmeshimport.cpp:1893] UE4Editor_UnrealEd!UReimportFbxSkeletalMeshFactory::Reimport() [editorfactories.cpp:5238] UE4Editor_UnrealEd!FReimportManager::Reimport() [editor.cpp:273] UE4Editor_SkeletalMeshEditor!FSkeletalMeshEditor::HandleReimportMesh() [skeletalmesheditor.cpp:270] UE4Editor_SkeletalMeshEditor!TBaseSPMethodDelegateInstance<0,FSkeletalMeshEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_SkeletalMeshEditor!TBaseSPMethodDelegateInstance<0,FSkeletalMeshEditor,0,void __cdecl() [delegateinstancesimpl.h:433] UE4Editor_Slate!FUICommandList::ExecuteAction() [uicommandlist.cpp:97] UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [stoolbarbuttonblock.cpp:305] UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply() [delegateinstanceinterface.h:165] UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply() [tuple.h:134] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:278] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:5075] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:238] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5064] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5531] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5508] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1698] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2120] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:980] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2977] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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