This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
742 FBoxSphereBounds UModelComponent::CalcBounds(const FTransform& LocalToWorld) const 743 { 744 if(Model) 745 { 746 FBox BoundingBox(ForceInit); 747 for(int32 NodeIndex = 0;NodeIndex < Nodes.Num();NodeIndex++) 748 { 749 ***** FBspNode& Node = Model->Nodes[Nodes[NodeIndex]]; 750 for(int32 VertexIndex = 0;VertexIndex < Node.NumVertices;VertexIndex++) 751 { 752 BoundingBox += Model->Points[Model->Verts[Node.iVertPool + VertexIndex].pVertex]; 753 } 754 } 755 return FBoxSphereBounds(BoundingBox.TransformBy(LocalToWorld)); 756 }
repro steps currently unknown
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 4801 from an array of size 4796 UE4Editor_Engine!UModelComponent::CalcBounds() [modelrender.cpp:750] UE4Editor_Engine!USceneComponent::UpdateBounds() [scenecomponent.cpp:1104] UE4Editor_Engine!USceneComponent::PropagateTransformUpdate() [scenecomponent.cpp:695] UE4Editor_Engine!USceneComponent::UpdateComponentToWorldWithParent() [scenecomponent.cpp:557] UE4Editor_Engine!USceneComponent::UpdateComponentToWorld() [scenecomponent.h:862] UE4Editor_Engine!UActorComponent::OnRegister() [actorcomponent.cpp:718] UE4Editor_Engine!USceneComponent::OnRegister() [scenecomponent.cpp:587] UE4Editor_Engine!UPrimitiveComponent::OnRegister() [primitivecomponent.cpp:466] UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [actorcomponent.cpp:1238] UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [actorcomponent.cpp:978] UE4Editor_Engine!ULevel::UpdateModelComponents() [level.cpp:1304] UE4Editor_Engine!ULevel::PostEditUndo() [level.cpp:1365] UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:506] UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:891] UE4Editor_UnrealEd!UEditorEngine::Exec_Transaction() [editorserver.cpp:5046] UE4Editor_UnrealEd!UEditorEngine::Exec() [editorserver.cpp:5493] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [unrealedsrv.cpp:672] UE4Editor_MainFrame!FMainFrameActionCallbacks::ExecuteExecCommand() [mainframeactions.cpp:1014] UE4Editor_MainFrame!TBaseStaticDelegateInstance<void __cdecl() [delegateinstancesimpl.h:1027] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_MainFrame!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent() [mainframeactions.cpp:212] UE4Editor_MainFrame!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<FReply() [tuple.h:497] UE4Editor_MainFrame!TBaseStaticDelegateInstance<FReply __cdecl() [delegateinstancesimpl.h:958] UE4Editor_Slate!TBaseDelegate<FReply,FKeyEvent const & __ptr64>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4845] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4744] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1560] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2171] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:888] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [windowsapplication.cpp:725] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [windowsplatformapplicationmisc.cpp:129] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3220] 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()
I am not able to find world outliner how to enable it?
An error occurred while trying to generate project files !?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Bullet replication problem. The players sees each other but does not see the bullet
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52257 in the post.
0 |
Component | UE - LD & Modeling - Modeling Tools - BSP |
---|---|
Affects Versions | 4.18, 4.19 |
Created | Nov 10, 2017 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |