Description

Editor will crash if a foliage type has Enable Scaling Density checked and user changes Engine Scalability Setting for Foliage during Runtime. Alternatively, if Foliage Quality is changed using a Blueprint as shown in attached image, game will crash. This also occurs in a packaged game.

Occurs in 4.18.0 CL 3709383
Unable to reproduce in 4.17.2. This is a regression.

Steps to Reproduce

#Create blank project
#Use any mesh to create foliage
#Select foliage type to access options
#Check "Enable Scaling Density"
#Play level
#Press Shift + F1 for mouse control
#Open Settings > Engine Scalabilty Settings
#Change Foliage quality to High, Medium or Low

Expected: Foliage quality will change to selected quality
Result: Engine Crashes

Callstack

Assertion failed: DestInstanceIndex != INDEX_NONE [Link Removed] [Line: 127]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UE4Editor_Engine!FStaticMeshInstanceBuffer::UpdateInstanceData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:127]
UE4Editor_Engine!FPerInstanceRenderData::UpdateAllInstanceData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\instancedstaticmesh.h:454]
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::BuildTree() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:2217]
UE4Editor_Engine!FoliageCVarSinkFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:167]
UE4Editor_Engine!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_Core!FConsoleManager::CallAllConsoleVariableSinks() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:605]
UE4Editor_Engine!UGameUserSettings::ApplyNonResolutionSettings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gameusersettings.cpp:413]
UE4Editor_Engine!UGameUserSettings::ApplySettings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gameusersettings.cpp:452]
UE4Editor_Engine!UGameUserSettings::execApplySettings() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\gameframework\gameusersettings.h:40]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4515]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:732]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2167]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4515]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1314]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:693]
UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:108]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:212]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1225]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2478]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4229]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2142]
UE4Editor_Engine!APlayerController::TickActor() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4323]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:132]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:273]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1330]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:542]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1454]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:760]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1408]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1659]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:396]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3296]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+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:253]
kernel32
ntdll

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Fixed
Fix Commit3730434
CreatedOct 25, 2017
ResolvedNov 1, 2017
UpdatedApr 27, 2018
Pull Requests
4447 - klorberg