Description
  • Merge Actor crash when specifying Use specific LOD Level, and the actor has a collision component
Steps to Reproduce
  1. Open the attached project(This contains a cube staticmesh actor with an additional box collision component)
  2. Select the cube and from the context menu select "Merge Actors"
  3. Make sure Use specific LOD Level is used, perform Merge Actors and try to save the merged asset
  4. Crash
Callstack
UE4Editor_MeshMergeUtilities!FMeshMergeUtilities::MergeComponentsToStaticMesh() [meshmergeutilities.cpp:1523]
UE4Editor_MergeActors!FMeshMergingTool::RunMerge() [meshmergingtool.cpp:117]
UE4Editor_MergeActors!SMergeActorsToolbar::OnMergeActorsClicked() [smergeactorstoolbar.cpp:146]
UE4Editor_MergeActors!TMemberFunctionCaller<SMergeActorsToolbar,FReply() [delegateinstanceinterface.h:165]
UE4Editor_MergeActors!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SMergeActorsToolbar,FReply() [tuple.h:497]
UE4Editor_MergeActors!TBaseSPMethodDelegateInstance<0,SMergeActorsToolbar,0,FReply __cdecl() [delegateinstancesimpl.h:327]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:282]
UE4Editor_Slate!<lambda_1002768c627006711ef2f351a87ec0e7>::operator() [slateapplication.cpp:5263]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [slateapplication.cpp:234]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5252]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5750]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5730]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1725]
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()

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Fixed
Fix Commit3911592
Main Commit3990065
Release Commit3911592
CreatedFeb 26, 2018
ResolvedFeb 27, 2018
UpdatedApr 27, 2018