Generating a proxy mesh with imported models and the simplify mesh flag set to true causes the editor to crash.
Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 (CL - 7288428), 4.24 (CL - 7285696)
Expected: The a simplified proxy mesh would be generated
Result: The editor crashes
LoginId:5964f8f84766f4b976277180442869c1
EpicAccountId:d237bdd466454ba6a10848877d154538
Assertion failed: Remap.IsValidIndex(PolygonGroupID.GetValue()) [Link Removed] [Line: 1465] Missing material bake output index entry for mesh(section)
UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [e:\daniel.hamilton_ue4main\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [e:\daniel.hamilton_ue4main\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [e:\daniel.hamilton_ue4main\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [e:\daniel.hamilton_ue4main\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
UE4Editor_MeshMergeUtilities!<lambda_11f116a974b3ed6470c2828b3ddce8bc>::operator()() [e:\daniel.hamilton_ue4main\engine\source\developer\meshmergeutilities\private\meshmergeutilities.cpp:1465]
UE4Editor_ProxyLODMeshReduction!<lambda_de641a5da653da9c71c6c3a24fcacab6>::operator()() [e:\daniel.hamilton_ue4main\engine\plugins\experimental\proxylodplugin\source\proxylod\private\proxylodplugin.cpp:875]
UE4Editor_ProxyLODMeshReduction!tbb::internal::task_group_base::internal_run_and_wait<<lambda_de641a5da653da9c71c6c3a24fcacab6> const >() [e:\daniel.hamilton_ue4main\engine\source\thirdparty\inteltbb\inteltbb-4.4u3\include\tbb\task_group.h:91]
UE4Editor_ProxyLODMeshReduction!FVoxelizeMeshMerging::ProxyLOD() [e:\daniel.hamilton_ue4main\engine\plugins\experimental\proxylodplugin\source\proxylod\private\proxylodplugin.cpp:869]
UE4Editor_MeshMergeUtilities!FMeshMergeUtilities::CreateProxyMesh() [e:\daniel.hamilton_ue4main\engine\source\developer\meshmergeutilities\private\meshmergeutilities.cpp:1574]
UE4Editor_HierarchicalLODUtilities!FHierarchicalLODUtilities::BuildStaticMeshForLODActor() [e:\daniel.hamilton_ue4main\engine\source\developer\hierarchicallodutilities\private\hierarchicallodutilities.cpp:418]
UE4Editor_HierarchicalLODUtilities!FHierarchicalLODUtilities::BuildStaticMeshForLODActor() [e:\daniel.hamilton_ue4main\engine\source\developer\hierarchicallodutilities\private\hierarchicallodutilities.cpp:233]
UE4Editor_UnrealEd!FHierarchicalLODBuilder::BuildMeshesForLODActors() [e:\daniel.hamilton_ue4main\engine\source\editor\unrealed\private\hierarchicallod.cpp:726]
UE4Editor_HierarchicalLODOutliner!<lambda_54dc5f3e535b305158d197f37ea80386>::operator()() [e:\daniel.hamilton_ue4main\engine\source\editor\hierarchicallodoutliner\private\hlodoutliner.cpp:798]
UE4Editor_HierarchicalLODOutliner!HLODOutliner::SHLODOutliner::HandleBuildLODActors() [e:\daniel.hamilton_ue4main\engine\source\editor\hierarchicallodoutliner\private\hlodoutliner.cpp:819]
UE4Editor_HierarchicalLODOutliner!TBaseSPMethodDelegateInstance<0,HLODOutliner::SHLODOutliner,0,FReply __cdecl(void)>::Execute() [e:\daniel.hamilton_ue4main\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:293]
UE4Editor_Slate!SButton::ExecuteOnClick() [e:\daniel.hamilton_ue4main\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:379]
UE4Editor_Slate!SButton::OnMouseButtonUp() [e:\daniel.hamilton_ue4main\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:303]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_6c1f6b862bcfb82ea6dcab28fbcc9463> >() [e:\daniel.hamilton_ue4main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:273]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [e:\daniel.hamilton_ue4main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5631]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [e:\daniel.hamilton_ue4main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6236]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [e:\daniel.hamilton_ue4main\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6209]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [e:\daniel.hamilton_ue4main\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1880]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [e:\daniel.hamilton_ue4main\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2332]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [e:\daniel.hamilton_ue4main\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1560]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [e:\daniel.hamilton_ue4main\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:790]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [e:\daniel.hamilton_ue4main\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:123]
UE4Editor!FEngineLoop::Tick() [e:\daniel.hamilton_ue4main\engine\source\runtime\launch\private\launchengineloop.cpp:4168]
UE4Editor!GuardedMain() [e:\daniel.hamilton_ue4main\engine\source\runtime\launch\private\launch.cpp:173]
UE4Editor!GuardedMainWrapper() [e:\daniel.hamilton_ue4main\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]
UE4Editor!WinMain() [e:\daniel.hamilton_ue4main\engine\source\runtime\launch\private\windows\launchwindows.cpp:279]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
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-77231 in the post.