As part of RecreateClothingActors(), the master pose component is not checked for a valid mesh and therefore when TransformComponent->GetComponentSpaceTransforms() is indexed into, crashes can occur.
Create two skeletal mesh components, one with a cloth setup using the other as its master pose component.
Set a valid mesh for the cloth skeletal mesh component, but not for the master.
During component registration call RecreateClothingActors().
Results in a Crash
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] Array index out of bounds: 0 from an array of size 0 KERNELBASE.dll!UnknownFunction [] UE4Editor-Core.dll!ReportAssert() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsplatformcrashcontext.cpp:553] UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79] UE4Editor-Core.dll!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71] UE4Editor-Core.dll!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101] UE4Editor-Core.dll!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439] UE4Editor-ClothingSystemRuntime.dll!DispatchCheckVerify<void,<lambda_772c629cba1e4a100b11566d43231efa> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:162] UE4Editor-ClothingSystemRuntime.dll!FClothingSimulationNv::UpdateLod() [d:\build\++ue4\sync\engine\source\runtime\clothingsystemruntime\private\clothingsimulationnv.cpp:1124] UE4Editor-ClothingSystemRuntime.dll!FClothingSimulationNv::CreateActor() [d:\build\++ue4\sync\engine\source\runtime\clothingsystemruntime\private\clothingsimulationnv.cpp:237] UE4Editor-Engine.dll!USkeletalMeshComponent::RecreateClothingActors() [d:\build\++ue4\sync\engine\source\runtime\engine\private\skeletalmeshcomponentphysics.cpp:2345] UE4Editor-Repro_UE72042.dll!UMyBlueprintFunctionLibrary::execRecreateClothing() [c:\users\mason.seay\desktop\repro_ue72042 4.22\source\repro_ue72042\myblueprintfunctionlibrary.h:16] UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643] UE4Editor-CoreUObject.dll!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:904] UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2314] UE4Editor-CoreUObject.dll!UObject::execLetBool() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2216] UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:974] UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:809] UE4Editor-CoreUObject.dll!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1033] UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:974] UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1058] UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643] UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1464] UE4Editor-Engine.dll!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:769] UE4Editor-Engine.dll!AActor::BeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:3383] UE4Editor-Engine.dll!AActor::DispatchBeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:3343] UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\worldsettings.cpp:253] UE4Editor-Engine.dll!AGameStateBase::HandleBeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177] UE4Editor-Engine.dll!UWorld::BeginPlay() [d:\build\++ue4\sync\engine\source\runtime\engine\private\world.cpp:3948] UE4Editor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameinstance.cpp:413] UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:3341] UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:2466] UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:1280] UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1532] UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967] UE4Editor.exe!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor.exe!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275] UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] KERNEL32.DLL!UnknownFunction [] ntdll.dll!UnknownFunction []
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0 |
Component | UE - Simulation - Physics - Character |
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Affects Versions | 4.21 |
Target Fix | 4.23 |
Created | Mar 27, 2019 |
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Resolved | Jun 20, 2019 |
Updated | Feb 11, 2020 |