This is an occasional crash in the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
664 for(int32 ElementIndex = 0;ElementIndex < Elements.Num();ElementIndex++) 665 { 666 FModelElement& Element = Elements[ElementIndex]; 667 FRawIndexBuffer16or32* IndexBuffer = (FRawIndexBuffer16or32*)Element.IndexBuffer; // @Bad to assume its always one of these? 668 669 for(uint32 TriIdx=0; TriIdx<Element.NumTriangles; TriIdx++) 670 { 671 FTriIndices Triangle; 672 673 ***** Triangle.v0 = IndexBuffer->Indices[Element.FirstIndex + (TriIdx*3) + 0]; 674 Triangle.v1 = IndexBuffer->Indices[Element.FirstIndex + (TriIdx*3) + 1]; 675 Triangle.v2 = IndexBuffer->Indices[Element.FirstIndex + (TriIdx*3) + 2]; 676 677 if (AreaThreshold >= 0.f) 678 { 679 const FVector V0 = Model->VertexBuffer.Vertices[Triangle.v0].Position; 680 const FVector V1 = Model->VertexBuffer.Vertices[Triangle.v1].Position; 681 const FVector V2 = Model->VertexBuffer.Vertices[Triangle.v2].Position; 682 683 const FVector V01 = (V1 - V0); 684 const FVector V02 = (V2 - V0); 685 const FVector Cross = FVector::CrossProduct(V01, V02); 686 const float Area = Cross.Size() * 0.5f; 687 if (Area <= AreaThreshold) 688 {
repro steps currently unknown
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 596] Array index out of bounds: 0 from an array of size -842150451 UE4Editor_Engine!UModelComponent::GetPhysicsTriMeshData() [modelcomponent.cpp:674] UE4Editor_Engine!UBodySetup::GetCookInfo() [bodysetup.cpp:285] UE4Editor_Engine!FDerivedDataPhysXCooker::Build() [physderiveddata.cpp:86] UE4Editor_DerivedDataCache!FDerivedDataCache::FBuildAsyncWorker::DoWork() [deriveddatacache.cpp:158] UE4Editor_DerivedDataCache!FAsyncTask<FDerivedDataCache::FBuildAsyncWorker>::DoWork() [asyncwork.h:264] UE4Editor_DerivedDataCache!FAsyncTask<FDerivedDataCache::FBuildAsyncWorker>::Start() [asyncwork.h:252] UE4Editor_DerivedDataCache!FDerivedDataCache::GetSynchronous() [deriveddatacache.cpp:233] UE4Editor_Engine!UBodySetup::GetCookedData() [bodysetup.cpp:1449] UE4Editor_Engine!UBodySetup::BeginCacheForCookedPlatformData() [bodysetup.cpp:1350] UE4Editor_UnrealEd!UCookOnTheFlyServer::BeginPackageCacheForCookedPlatformData() [cookontheflyserver.cpp:1868] UE4Editor_UnrealEd!UCookOnTheFlyServer::SaveCookedPackages() [cookontheflyserver.cpp:2275] UE4Editor_UnrealEd!UCookOnTheFlyServer::TickCookOnTheSide() [cookontheflyserver.cpp:1786] UE4Editor_UnrealEd!UCookOnTheFlyServer::Tick() [cookontheflyserver.cpp:879] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [tickableeditorobject.h:21] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1424] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:402] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3215] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-49650 in the post.