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686 // Iterate over all chunks, serialize them into memory and decompress them directly into the destination pointer 687 for( int64 ChunkIndex=0; ChunkIndex<TotalChunkCount; ChunkIndex++ ) 688 { 689 const FCompressedChunkInfo& Chunk = CompressionChunks[ChunkIndex]; 690 // Read compressed data. 691 Serialize( CompressedBuffer, Chunk.CompressedSize ); 692 // Decompress into dest pointer directly. 693 verify( FCompression::UncompressMemory( Flags, Dest, Chunk.UncompressedSize, CompressedBuffer, Chunk.CompressedSize, (Padding > 0) ? true : false, CompressionBitWindow ) ); //-V547 694 // And advance it by read amount. 695 ***** Dest += Chunk.UncompressedSize; 696 } 697 698 // Free up allocated memory. 699 FMemory::Free( CompressedBuffer ); 700 delete [] CompressionChunks; 701 }
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Assertion failed: FCompression::UncompressMemory( Flags, Dest, Chunk.UncompressedSize, CompressedBuffer, Chunk.CompressedSize, (Padding > 0) ? true : false, CompressionBitWindow ) [File:D:\Build\++UE4+Release-4.20+Compile\Sync\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 694] UE4Editor_Core!FArchive::SerializeCompressed() [archive.cpp:696] UE4Editor_CoreUObject!FUntypedBulkData::SerializeBulkData() [bulkdata.cpp:1252] UE4Editor_CoreUObject!FUntypedBulkData::AsyncLoadBulkData() [bulkdata.cpp:707] UE4Editor_CoreUObject!FUntypedBulkData::LoadBulkDataWithFileReader() [bulkdata.cpp:610] UE4Editor_Engine!FTextureCacheDerivedDataWorker::FTextureSourceData::GetAsyncSourceMips() [texturederiveddatatask.cpp:122] UE4Editor_Engine!FTextureCacheDerivedDataWorker::DoWork() [texturederiveddatatask.cpp:308] UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoWork() [asyncwork.h:264] UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoThreadedWork() [asyncwork.h:288] UE4Editor_Core!FQueuedThread::Run() [threadingbase.cpp:455] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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