Crash copying a Static Meshes primitive collision member and pasting it on another element. The pasted element seems to need at least 2 members for the crash to occur.
User description:
Editor Crash when adding collisions to a static mesh by copy/paste of array elements. Reproducible: 100%
Results: The editor will crash
The above repro works 100% in 4.15. I was able to reproduce it in newer builds with similar steps. Sometimes adding additional collisions is needed and copy/pasting back and forth several times before the crash occurs.
LoginId:a1be990b4855275a6b8acdb5d49d864a EpicAccountId:75f47e038a8442f0af6c18e1f38eeb85 Assertion failed: IsPrimValid(PrimData) [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Editor\StaticMeshEditor\Private\StaticMeshEditor.cpp] [Line: 907] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_StaticMeshEditor!FStaticMeshEditor::GetLastSelectedPrimTransform() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\staticmesheditor\private\staticmesheditor.cpp:908] UE4Editor_StaticMeshEditor!FStaticMeshEditorViewportClient::GetWidgetCoordSystem() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\staticmesheditor\private\staticmesheditorviewportclient.cpp:418] UE4Editor_UnrealEd!FWidget::Render() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealwidget.cpp:285] UE4Editor_UnrealEd!FEditorViewportClient::Draw() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorviewportclient.cpp:3496] UE4Editor_StaticMeshEditor!FStaticMeshEditorViewportClient::Draw() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\staticmesheditor\private\staticmesheditorviewportclient.cpp:442] UE4Editor_Renderer!FSceneRenderer::FSceneRenderer() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1153] UE4Editor_Renderer!FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:194] UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1868] UE4Editor_UnrealEd!FEditorViewportClient::Draw() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorviewportclient.cpp:3379] UE4Editor_Engine!FViewport::Draw() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\unrealclient.cpp:1185] UE4Editor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:2007] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1783] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
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