Description

Engine crashes when a morph target on an asset that has multiple morph targets is deleted and then another morph is adjusted afterwards

Notes: Asset came from an older Jira where this same issue occurred in 4.13. FBX for asset is attached

Steps to Reproduce
  1. Download attached project
  2. Open up MorphTarget_MorphAnim skeletal mesh
  3. Go to the Morph Target Preview tab
  4. Delete any one morph target(right click < delete)
  5. After the morph target is deleted, try to adjust any other morph target
  6. Engine crashes

Expected: Engine does not crash

Results: Engine crashes

Callstack
LoginId:bdcd2df1437ec38ad0d19c85e30ff2d1
EpicAccountId:1ed52ca976af4368b6c30d11b7cdc18f

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 86 from an array of size 86

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Engine!CalculateMorphDeltaBounds() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:594]
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::FSkeletalMeshObjectLOD::UpdateMorphVertexBufferGPU() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:659]
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:361]
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:293]
UE4Editor_Engine!<lambda_273981c6eb1d2b3c8023b7bf5bb9c393>::operator()() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:255]
UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_273981c6eb1d2b3c8023b7bf5bb9c393> > >::ExecuteTask() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:331]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:465]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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Fixed
ComponentRendering
Affects Versions4.17.24.18.34.194.20
Target Fix4.19
Fix Commit3920632
Main Commit3990065
Release Commit3920632
CreatedFeb 26, 2018
ResolvedMar 2, 2018
UpdatedApr 27, 2018