Hello,
I use the SetSkeletalMesh for set the mesh of my character.
The function work, but after a lot of time when the function is call, it’s crash randomely in the function SetSkeletalMesh but because of the index of bones like GetboneName(int32 index).
I call the function when my player is hit by my enemy.
The variable SkinsCharacter is all the SkeletalMesh who are going to be use by the character.
Example:
When the player have an helmet, I must not display the hair of the player to avoid texture bug. But when the player loose his helmet I must display his hair.
So I create multiple Skeletal Mesh and set them when I need it to avoid this probleme. SkinsCharacter is create with some FSkeletalMeshMerge.
[Cadre en ligne] UE4Editor-Core.dll!FGenericPlatformMemory::OnOutOfMemory::__l33::<lambda_e0a1bcd00d8233493e8185bf392a8a7d>::operator()() Ligne 212 C++
UE4Editor-Core.dll!FGenericPlatformMemory::OnOutOfMemory(unsigned __int64 Size, unsigned int Alignment) Ligne 212 C++
[Cadre en ligne] UE4Editor-Core.dll!FMallocTBB::OutOfMemory(unsigned __int64) Ligne 50 C++
UE4Editor-Core.dll!FMallocTBB::Realloc(void * Ptr, unsigned __int64 NewSize, unsigned int Alignment) Ligne 140 C++
UE4Editor-Core.dll!FMemory::Realloc(void * Original, unsigned __int64 Count, unsigned int Alignment) Ligne 52 C++
[Cadre en ligne] UE4Editor-Engine.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation(int) Ligne 384 C++
UE4Editor-Engine.dll!TArray<unsigned char,FDefaultAllocator>::ResizeTo(int NewMax) Ligne 2475 C++
[Cadre en ligne] UE4Editor-Engine.dll!TArray<unsigned char,FDefaultAllocator>::Empty(int) Ligne 1645 C++
UE4Editor-Engine.dll!USkinnedMeshComponent::AllocateTransformData() Ligne 1365 C++
UE4Editor-Engine.dll!USkeletalMeshComponent::AllocateTransformData() Ligne 2580 C++
UE4Editor-Engine.dll!USkinnedMeshComponent::SetSkeletalMesh(USkeletalMesh * InSkelMesh, bool bReinitPose) Ligne 1315 C++
UE4Editor-Engine.dll!USkeletalMeshComponent::SetSkeletalMesh(USkeletalMesh * InSkelMesh, bool bReinitPose) Ligne 2540 C++
UE4Editor-Brawler3D.dll!UArmorManagerComponent::LosesArmor(USkeletalMeshComponent * mesh, TArray<USkeletalMesh *,FDefaultAllocator> SkinsCharacter) Ligne 102 C++