Steps to Reproduce
  1. drop a staticmesh you just import or an existing one
  2. select some triangle and assign a material that is not already on the mesh
  3. open the staticmesh editor
  4. assign the new material slot to a original section in the staticmesh detail pane

Then it crash, see the callstack attach in the bug

 

Callstack
> UE4Editor-Renderer-Win64-Debug.dll!FBatchingSPDI::DrawMesh(const FMeshBatch & Mesh, float ScreenSize) Line 47 C++
 UE4Editor-Engine-Win64-Debug.dll!FStaticMeshSceneProxy::DrawStaticElements(FStaticPrimitiveDrawInterface * PDI) Line 897 C++
 UE4Editor-Renderer-Win64-Debug.dll!FPrimitiveSceneInfo::AddStaticMeshes(FRHICommandListImmediate & RHICmdList, bool bAddToStaticDrawLists) Line 151 C++
 UE4Editor-Renderer-Win64-Debug.dll!FPrimitiveSceneInfo::AddToScene(FRHICommandListImmediate & RHICmdList, bool bUpdateStaticDrawLists, bool bAddToStaticDrawLists) Line 210 C++
 UE4Editor-Renderer-Win64-Debug.dll!FScene::AddPrimitiveSceneInfo_RenderThread(FRHICommandListImmediate & RHICmdList, FPrimitiveSceneInfo * PrimitiveSceneInfo) Line 650 C++
 UE4Editor-Renderer-Win64-Debug.dll!FScene::AddPrimitive::__l2::<lambda>(FRHICommandListImmediate & RHICmdList) Line 877 C++
 UE4Editor-Renderer-Win64-Debug.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,void <lambda>(FRHICommandListImmediate &) > >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 831 C++
 UE4Editor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 665 C++
 UE4Editor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 574 C++
 UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1305 C++
 UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 331 C++
 UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 484 C++
 UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 74 C++
 UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 25 C++
 UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc(void * pThis) Line 79 C++

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-59331 in the post.

1
Login to Vote

Fixed
ComponentTools
Affects Versions4.204.214.22
CreatedMay 18, 2018
ResolvedAug 26, 2019
UpdatedJul 14, 2021
View Jira Issue