The Editor will crash after adding more than 20 Emitters to a system.
Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6599617
Results:
Crash
Expected:
No Crash
Assertion failed: InState >= ENiagaraExecutionState::Active && InState < ENiagaraExecutionState::Num [File:D:\Build\++UE4\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitterInstance.cpp] [Line: 1576] UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79] UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:440] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418] UE4Editor_Niagara!FNiagaraEmitterInstance::SetExecutionState() [d:\build\++ue4\sync\engine\plugins\fx\niagara\source\niagara\private\niagaraemitterinstance.cpp:1576] UE4Editor_Niagara!FNiagaraSystemSimulation::Tick() [d:\build\++ue4\sync\engine\plugins\fx\niagara\source\niagara\private\niagarasystemsimulation.cpp:601] UE4Editor_Niagara!FNiagaraSystemInstance::ComponentTick() [d:\build\++ue4\sync\engine\plugins\fx\niagara\source\niagara\private\niagarasysteminstance.cpp:1277] UE4Editor_Niagara!UNiagaraComponent::TickComponent() [d:\build\++ue4\sync\engine\plugins\fx\niagara\source\niagara\private\niagaracomponent.cpp:419] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_04d8ef4b869923d6312932fb3543d049> >() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3109] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:816] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:593] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:574] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1505] UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789] UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1581] UE4Editor_NiagaraEditor!FNiagaraSystemViewportClient::Tick() [d:\build\++ue4\sync\engine\plugins\fx\niagara\source\niagaraeditor\private\widgets\sniagarasystemviewport.cpp:92] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1694] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-75125 in the post.