Generated from CrashReporter
No known steps to reproduce
Assertion failed: TransformBuffer.NumTransforms == DynamicData->Transforms.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionSceneProxy.cpp] [Line: 465] UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:79] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:71] UE4Editor-Core!AssertFailedImplV [AssertionMacros.cpp:101] UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:445] UE4Editor-GeometryCollectionEngine!FGeometryCollectionSceneProxy::SetDynamicData_RenderThread(FGeometryCollectionDynamicData *) [GeometryCollectionSceneProxy.cpp:465] UE4Editor-GeometryCollectionEngine!TGraphTask<TEnqueueUniqueRenderCommandType<`UGeometryCollectionComponent::CreateRenderState_Concurrent'::`5'::CreateRenderStateName,<lambda_5bea11ca410badf1eb0b14700b14a609> > >::ExecuteTask [TaskGraphInterfaces.h:847] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:583] UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:340] UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:471] UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96] UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53] KERNEL32!80ad0000 + 17bd4 ntdll!814a0000 + 6ce71
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How does TextureRenderTarget2D get TArray<uint8> type data?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-77140 in the post.
0 |
Component | UE - Simulation - Physics |
---|---|
Affects Versions | 4.23 |
Target Fix | 4.23 |
Created | Jul 11, 2019 |
---|---|
Resolved | Jul 19, 2019 |
Updated | Jul 19, 2019 |