Hi!
I get a crash with a specific skeletal mesh after upgrading to 4.21 from 4.19. However, my colleagues does not have this crash. We are using exactly the same versions of all software (including drivers), however our hardware differs. If I hide the mesh, I do not get this crash. We use the distributed version of the engine.
Any ideas what the problem might be or should this be reported as a bug?
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] Array index out of bounds: 4 from an array of size 1
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
UE4Editor_Engine!FGPUSkinCacheEntry::SetupSection() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gpuskincache.cpp:304]
UE4Editor_Engine!FGPUSkinCache::ProcessEntry() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gpuskincache.cpp:1028]
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() [d:\build\++ue4\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:480]
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:312]
UE4Editor_Engine!<lambda_329b6a51d194e26c00f4cb59ce3bbf32>::operator()() [d:\build\++ue4\sync\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:274]
UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_329b6a51d194e26c00f4cb59ce3bbf32> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:575]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
Thanks in advance, any help is appreciated!
Update:
I discovered that after disabling cloth simulation the crash disappears. Unfortunately, so does the cloth simulation.