Description

This is a common crash occurring for users in 4.16 and the 4.17 Preview. Additional information is not currently available.

User Descriptions

  • just shut down dont know why

Source Context

  807       for(const FClothingActorNv& Actor : Actors)
  808       {
  809       // Only do this for active actors
  810       if(Actor.CurrentLodIndex != INDEX_NONE)
  811       {
  812       int32 SimBoneIndex = Actor.AssetCreatedFrom->ReferenceBoneIndex;
  813       
  814       if(bUsingMaster)
  815       {
  816       check(SimBoneIndex < InOwnerComponent->GetMasterBoneMap().Num());
  817 ***** SimBoneIndex = InOwnerComponent->GetMasterBoneMap()[SimBoneIndex];
  818       }
  819       
  820       FTransform SimBoneTransformCS = ActualComponent->GetComponentSpaceTransforms()[SimBoneIndex];
  821       
  822       const FClothingActorNv::FActorLodData& LodData = Actor.LodData[Actor.CurrentLodIndex];
  823       
  824       FVector Center = SimBoneTransformCS.TransformPosition(P2UVector(LodData.Cloth->getBoundingBoxCenter()));
  825       FVector HalfExtents = SimBoneTransformCS.TransformVector(P2UVector(LodData.Cloth->getBoundingBoxScale()));
  826       
  827       CurrentBounds = CurrentBounds + FBox(Center - HalfExtents, Center + HalfExtents);
  828       }
  829       }
Steps to Reproduce

repro steps currently unknown

Callstack
Assertion failed: SimBoneIndex < InOwnerComponent->GetMasterBoneMap().Num() [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\ClothingSystemRuntime\Private\ClothingSimulationNv.cpp] [Line: 729]

UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::GetBounds() [clothingsimulationnv.cpp:730]
UE4Editor_Engine!USkeletalMeshComponent::AddClothingBounds() [skeletalmeshcomponentphysics.cpp:2131]
UE4Editor_Engine!USkeletalMeshComponent::CalcBounds() [skeletalmeshcomponent.cpp:2015]
UE4Editor_Engine!USceneComponent::UpdateBounds() [scenecomponent.cpp:1104]
UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() [primitivecomponent.cpp:431]
UE4Editor_Engine!USkinnedMeshComponent::CreateRenderState_Concurrent() [skinnedmeshcomponent.cpp:449]
UE4Editor_Engine!USkeletalMeshComponent::SetSkeletalMesh() [skeletalmeshcomponent.cpp:2055]
UE4Editor_Engine!USkinnedMeshComponent::execSetSkeletalMesh() [skinnedmeshcomponent.h:179]
UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:721]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [scriptcore.cpp:2165]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461]
UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1313]
UE4Editor_Engine!AActor::ProcessEvent() [actor.cpp:695]
UE4Editor_Engine!AActor::ReceiveBeginPlay()
UE4Editor_Engine!AActor::BeginPlay() [actor.cpp:3136]
UE4Editor_Engine!ACharacter::BeginPlay() [character.cpp:146]
UE4Editor_Engine!AActor::DispatchBeginPlay() [actor.cpp:3104]
UE4Editor_Engine!AActor::PostActorConstruction() [actor.cpp:2970]
UE4Editor_Engine!AActor::FinishSpawning() [actor.cpp:2876]
UE4Editor_Engine!UGameplayStatics::FinishSpawningActor() [gameplaystatics.cpp:505]
UE4Editor_Engine!UGameplayStatics::execFinishSpawningActor() [gameplaystatics.h:40]
UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:721]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [scriptcore.cpp:2165]
UE4Editor_CoreUObject!UObject::execLetObj() [scriptcore.cpp:1987]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:943]
UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4461]
UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1313]
UE4Editor_Engine!AActor::ProcessEvent() [actor.cpp:695]
UE4Editor_Engine!AActor::ReceiveBeginPlay()
UE4Editor_Engine!AActor::BeginPlay() [actor.cpp:3136]
UE4Editor_Engine!AActor::DispatchBeginPlay() [actor.cpp:3104]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [worldsettings.cpp:187]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [gamemode.cpp:229]
UE4Editor_Engine!AGameMode::SetMatchState() [gamemode.cpp:341]
UE4Editor_Engine!AGameMode::StartMatch() [gamemode.cpp:206]
UE4Editor_Engine!UWorld::BeginPlay() [world.cpp:3443]
UE4Editor_Engine!UGameInstance::StartPlayInEditorGameInstance() [gameinstance.cpp:338]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [playlevel.cpp:3427]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [playlevel.cpp:2515]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [playlevel.cpp:1217]
UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1525]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:386]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3119]
UE4Editor!GuardedMain() [launch.cpp:166]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134]
UE4Editor!WinMain() [launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:253]

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Fixed
ComponentPhysics - Clothing
Affects Versions4.164.17
Target Fix4.17
Fix Commit3543854
Main Commit3596628
Release Commit3543854
CreatedJul 17, 2017
ResolvedJul 19, 2017
UpdatedApr 27, 2018