Hello there,
I’ve looked more into this issue, and I’d like to know if it would be possible to reproduce this in a non-packaged game with a breakpoint on the AddSpan function. It’s not immediately obvious to me how the array index can become so far out of bounds (Actually having 1.14 billion cards in the scene seems somewhat unlikely) without something going awry.
Are these crashes occuring at a similar point in the game/level? I’m wondering if there is a particular mesh that is causing this to occur.
Interestingly, the prior crash and the current one have slightly different callstacks. The current crash site involves creating a single additional card. Given that I cannot see how a literal could change, it would appear to indicate that FSpanAllocator::Allocate is returning a bad index.
Best regards,
Chris