Description

Licensee wants to be able to import skeletal meshes which have Vertex Colours (their entire game is Vertex Coloured) and Morph Target animation, but they're seeing a crash when toggling Vertex Colors on the Animation. 

 

This crash has been tested and reproduced in: 4.19.2 (CL-4033788), 4.20.3 (CL-4369336),
4.21 (CL-4435822), and Main 4.22 (CL-4448303)

Steps to Reproduce
  1. Download the attached assets
  2. Open the UE4 Editor and create a Blank project
  3. Close the Project
  4. Add the downloaded assets to the projects Content folder
  5. Reopen the Project
  6. Click on the Skeletal mesh and assign the associated Skeleton to it. Do the same for the Animation Sequence.
  7. Open up the Animation Sequence and click on Character>Mesh>Vertex Colors

Results:The Editor crashes

Expected: The Editor doesn't crash

Callstack
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x000000002F5C50D8 KERNELBASE.dll!UnknownFunction []
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x000000000D7E7884 UE4Editor-ApplicationCore.dll!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000EA666D9B UE4Editor-Core.dll!FOutputDevice::LogfImpl() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000EA5A1949 UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000DF330A6F UE4Editor-Engine.dll!FMaterial::GetShader() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1915]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D94CD7BF UE4Editor-Renderer.dll!GetUniformBasePassShaders<0>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:868]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D94C223E UE4Editor-Renderer.dll!GetBasePassShaders<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:936]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D94F682D UE4Editor-Renderer.dll!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1040]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D94CE18B UE4Editor-Renderer.dll!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:649]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D94CEC52 UE4Editor-Renderer.dll!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1578]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D952354E UE4Editor-Renderer.dll!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:709]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D9557AA2 UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1162]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D9558D93 UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderBasePassView() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1369]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D95575BD UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderBasePass() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:984]
[2018.10.11-12.09.02:844][280]LogWindows: Error: [Callstack] 0x00000000D95DAFE0 UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:989]
[2018.10.11-12.09.02:845][280]LogWindows: Error: [Callstack] 0x00000000D9B95F31 UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2749]
[2018.10.11-12.09.02:845][280]LogWindows: Error: [Callstack] 0x00000000D9B79E04 UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask

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Fixed
ComponentRendering
Affects Versions4.19.24.214.224.20.3
Target Fix4.21
Fix Commit4480511
Main Commit4626501
CreatedOct 11, 2018
ResolvedOct 17, 2018
UpdatedDec 4, 2018