Description

I have attached the project I used to repro this as well. All you should need to do is reimport twice on the untitled skeletal mesh and it should crash

Steps to Reproduce
  1. Open up any project in the editor
  2. Import attached .fbx as skeletal mesh with default settings
  3. In the content browser right click on the skeletal mesh and select Import LOD -> LOD(n)
  4. Select the attached .fbx as the LOD import file
  5. Repeat previous 2 steps for importing LOD's until you have ~ 8 LODs
  6. Right click on the skeletal mesh and select Import LOD -> LOD0
  7. Repeat previous step noticing that the amount of LODs is now multiplying
  8. Once you have ~ 150-200 LODs right click on the skeletal mesh and select Reimport
  9. Right click and Reimport again

Result: Crash.
Freq: 5/5

Callstack
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateVertexBuffer() d3d11vertexbuffer.cpp:67 
UE4Editor_RHI!FDynamicRHI::CreateVertexBuffer_RenderThread() rhicommandlist.cpp:1962 
UE4Editor_RHI!FRHICommandListImmediate::CreateVertexBuffer() rhicommandlist.h:3692 
UE4Editor_Engine!RHICreateVertexBuffer() rhicommandlist.h:4544 
UE4Editor_Engine!FSkinWeightVertexBuffer::InitRHI() skinweightvertexbuffer.cpp:131 
UE4Editor_RenderCore!FRenderResource::InitResource() renderresource.cpp:33 
UE4Editor_RenderCore!TGraphTask<`BeginInitResource'::`2'::EURCMacro_InitCommand>::ExecuteTask() taskgraphinterfaces.h:784 
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:651 
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:560 
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:327 
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:461 
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76 

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Fixed
ComponentTools
Affects Versions4.18
Target Fix4.19
Fix Commit3780840
Main Commit3807911
Release Commit3813083
CreatedNov 14, 2017
ResolvedNov 30, 2017
UpdatedApr 27, 2018
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