HISMs cause mobile VR app to crash.
Confirmed in 4.23 MAIN @ CL 6829265
Result: Crash with "Assertion failed: Views.Num() == 2" in HierarchicalInstancedStaticMesh.cpp
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: === Critical error: ===
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error:
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: Assertion failed: Views.Num() == 2 [Link Removed] [Line: 1522]
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error:
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: [Callstack] 0x00000000C3BF0078 (0x00000000038F1078) libUE4.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) []
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: [Callstack] 0x00000000C7C08810 (0x0000000007909810) libUE4.so!void FDebug::CheckVerifyFailed<char16_t [1]>(char const*, char const*, int, char16_t const (&) [1]) []
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: [Callstack] 0x00000000C5F48B28 (0x0000000005C49B28) libUE4.so!FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(TArray<FSceneView const*, FDefaultAllocator> const&, FSceneViewFamily const&, unsigned int, FMeshElementCollector&) const []
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: [Callstack] 0x00000000C519CB38 (0x0000000004E9DB38) libUE4.so!FSceneRenderer::GatherDynamicMeshElements(TArray<FViewInfo, FDefaultAllocator>&, FScene const*, FSceneViewFamily const&, FGlobalDynamicIndexBuffer&, FGlobalDynamicVertexBuffer&, FGlob
alDynamicReadBuffer&, TArray<unsigned char, TMemStackAllocator<0u> > const&, TArray<unsigned char, TMemStackAllocator<0u> > const&, TArray<unsigned char, TMemStackAllocator<0u> > const&, FMeshElementCollector&) []
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: [Callstack] 0x00000000C51AB2F4 (0x0000000004EAC2F4) libUE4.so!FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate&, FExclusiveDepthStencil::Type, TArray<FViewCommands, TInlineAllocator<4u, FDefaultAllocator> >&, FGlobalDynamicIndexBuf
fer&, FGlobalDynamicVertexBuffer&, FGlobalDynamicReadBuffer&) []
LogPlayLevel: Error: 06-07 13:20:32.650 5013 5164 D UE4 : [2019.06.07-17.20.32:650][ 0]LogAndroid: Error: [Callstack] 0x00000000C4EA573C (0x0000000004BA673C) libUE4.so!FMobileSceneRenderer::InitViews(FRHICommandListImmediate&) []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C4EA66A4 (0x0000000004BA76A4) libUE4.so!FMobileSceneRenderer::Render(FRHICommandListImmediate&) []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C51963B0 (0x0000000004E973B0) libUE4.so![Unknown]() []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C5198388 (0x0000000004E99388) libUE4.so![Unknown]() []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C3A57668 (0x0000000003758668) libUE4.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C3A5617C (0x000000000375717C) libUE4.so!FNamedTaskThread::ProcessTasksUntilQuit(int) []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C4B306B8 (0x00000000048316B8) libUE4.so!RenderingThreadMain(FEvent*) []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C4B7AFA4 (0x000000000487BFA4) libUE4.so!FRenderingThread::Run() []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C3ADBA28 (0x00000000037DCA28) libUE4.so!FRunnableThreadPThread::Run() []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000C3A51B54 (0x0000000003752B54) libUE4.so!FRunnableThreadPThread::_ThreadProc(void*) []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000E77628D4 (0x00000000000478D4) libc.so![Unknown]() []
LogPlayLevel: Error: 06-07 13:20:32.651 5013 5164 D UE4 : [2019.06.07-17.20.32:651][ 0]LogAndroid: Error: [Callstack] 0x00000000E7734FE6 (0x0000000000019FE6) libc.so![Unknown]() []
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-75902 in the post.
21 |
Component | UE - Platform - XR |
---|---|
Affects Versions | 4.23, 4.22.2 |
Target Fix | 4.26 |
Fix Commit | 13888617 |
---|
Created | Jun 7, 2019 |
---|---|
Resolved | Jul 17, 2020 |
Updated | Jul 22, 2021 |