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
Expected: Engine does not crash
Results: Engine crashes
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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-55521 in the post.