Closed azukaar closed 1 year ago
Hello I had this crash using UE 4.25 and version 4.1.4
LoginId:4267e194456b53e907c04f9c9b565df0 EpicAccountId:62b297704a9b46259f959c7239c5a217 Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x96191000 UE4Editor_RuntimeMeshComponent!TConstSetBitIterator<FDefaultBitArrayAllocator>::FindFirstSetBit() [D:\UE_4.25\Engine\Source\Runtime\Core\Public\Containers\BitArray.h:1151] UE4Editor_RuntimeMeshComponent!FRuntimeMeshComponentSceneProxy::FRuntimeMeshComponentSceneProxy() [C:\Users\azuka\Documents\Unreal Projects\CV\Plugins\RuntimeMeshComponent\Source\RuntimeMeshComponent\Private\RuntimeMeshComponentProxy.cpp:42] UE4Editor_RuntimeMeshComponent!URuntimeMeshComponent::CreateSceneProxy() [C:\Users\azuka\Documents\Unreal Projects\CV\Plugins\RuntimeMeshComponent\Source\RuntimeMeshComponent\Private\RuntimeMeshComponent.cpp:124] UE4Editor_Renderer!FScene::AddPrimitive() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1296] UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:574] UE4Editor_Engine!UActorComponent::RecreateRenderState_Concurrent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1510] UE4Editor_Engine!UActorComponent::DoDeferredRenderUpdates_Concurrent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1582] UE4Editor_Engine!<lambda_dcda81c1d02aa08c77d55514fdce7396>::operator()() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1053] UE4Editor_Engine!ParallelForImpl::ParallelForWithPreWorkInternal<TFunctionRef<void __cdecl(int)> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:276] UE4Editor_Engine!UWorld::SendAllEndOfFrameUpdates() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1066] UE4Editor_Engine!UReflectionCaptureComponent::UpdateReflectionCaptureContents() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\ReflectionCaptureComponent.cpp:1059] UE4Editor_Engine!UGameEngine::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1698] UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4850] UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169] UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
It does not seem to have any of my code in the ST so not sure what to send out as additional information but here is the mesh update code:
if (mesh != nullptr) { mesh->RemoveAllSectionsForLOD(0); } int mId = 0; for (auto It = slicesBuffer.CreateIterator(); It; ++It) { SliceBuffer& sb = It.Value(); if (sb.trianglesBuffer.Num() > 0) { nbVert += sb.verticesBuffer.Num(); mesh->SetupMaterialSlot(mId, sb.ResourceId, matBuffer[mId]); mesh->CreateSectionFromComponents(0, mId, mId, sb.verticesBuffer, sb.trianglesBuffer, sb.normalsBuffer, sb.uvBuffer, sb.uvBufferIsOutside, TArray<FVector2D>(), TArray<FVector2D>(), sb.vertexColorsBuffer, sb.tangentsBuffer, ERuntimeMeshUpdateFrequency::Infrequent, true); } mId++; }
Closing as this is now a replaced version of the plugin so previous issues likely won't apply exactly. If you continue to have this issue on the new version, please feel free to reopen!
Thanks!
Hello I had this crash using UE 4.25 and version 4.1.4
It does not seem to have any of my code in the ST so not sure what to send out as additional information but here is the mesh update code: