Closed BARKEM-JC closed 1 year ago
Any Progress?
RMCStatic comp, Copy static mesh to RM> Crash When Slicing. Same as what you asked. RMC(No Static), Copy static mesh to RM> Slice not working.
Both are simulated physics. (simple convex collision)
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!
Ran into the issue others have with slicing a mesh with multiple UVs, so i tried it on one UV and still crashes but with a different error. Both UE5 & Dev4.5 branches have this issue.
Using the RMCStatic comp, copy from static mesh, set simple collision for simulate physics, simulate physics, slice, crash First exception using debugger, In SceneManagement: L"MeshBatchElement 0, Material 'Material', index range extends past index buffer bounds: Start 0, Count 42, Buffer Size 72, Buffer stride 2"
Crash Log: Assertion failed: GetAllocatorType() != FD3D12ResourceLocation::AT_Pool [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp] [Line: 768]
UnrealEditor_D3D12RHI!FD3D12ResourceLocation::Swap() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:768] UnrealEditor_D3D12RHI!FD3D12Buffer::Swap() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:494] UnrealEditor_RHI!FRHICommandUpdateRHIResources::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:666] UnrealEditor_RHI!FRHICommand<FRHICommandUpdateRHIResources,FRHICommandUpdateRHIResourcesString2085>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:768] UnrealEditor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:498] UnrealEditor_RHI!FExecuteRHIThreadTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:560] UnrealEditor_RHI!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:325]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]