Description

User comment from crash group:

  • reimporting fbx
  491       void FStaticMeshVertexBuffer::BindLightMapVertexBuffer(const FVertexFactory* VertexFactory, FStaticMeshDataType& Data, int LightMapCoordinateIndex) const
  492       {
  493       	check(LightMapCoordinateIndex < (int)GetNumTexCoords() && LightMapCoordinateIndex >= 0);
  494 ***** 	Data.LightMapCoordinateIndex = LightMapCoordinateIndex;
  495       	Data.NumTexCoords = GetNumTexCoords();
  496       
  497       	{
  498       		Data.TextureCoordinatesSRV = TextureCoordinatesSRV;
  499       	}
  500       	
  501       	{
  502       		EVertexElementType UVVertexElementType = VET_None;
  503       		uint32 UVSizeInBytes = 0;
  504       
  505       		if (GetUseFullPrecisionUVs())
  506       		{
  507       			UVSizeInBytes = sizeof(TStaticMeshVertexUVsTypeSelector<EStaticMeshVertexUVType::HighPrecision>::UVsTypeT);
  508       			UVVertexElementType = VET_Float2;
  509       		}
Steps to Reproduce

1. Open empty scene

2. Place Spline Mesh Actor

3. Import attached static mesh test_box.obj

4. Select it inside Spline Mesh Actor (Static Mesh field)

5. Reimport test_box.obj

 

Callstack
Assertion failed: LightMapCoordinateIndex < (int)GetNumTexCoords() && LightMapCoordinateIndex >= 0 [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\Rendering\StaticMeshVertexBuffer.cpp] [Line: 494]

UE4Editor_Engine!FStaticMeshVertexBuffer::BindLightMapVertexBuffer() [staticmeshvertexbuffer.cpp:495]
UE4Editor_Engine!<lambda_66eb8eb67e8b3cb6eadf4ee824e3bf1e>::operator() [splinemeshcomponent.cpp:159]
UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSplineMeshSceneProxy::InitVertexFactory'::`2'::InitSplineMeshVertexFactoryName,<lambda_66eb8eb67e8b3cb6eadf4ee824e3bf1e> > >::ExecuteTask() [taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:331]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:465]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentUE - Graphics Features
Affects Versions4.19
Target Fix4.19.1
Fix Commit3964893
CreatedMar 20, 2018
ResolvedMar 26, 2018
UpdatedMay 1, 2018