Wonder if anyone else has found this? (Happens on both a source build and binary build)
Steps to reproduce:
- Create a new material and add a PerInstanceCustomData node, add a vertex interpolator to it and add the resulting output to the emissive colour
- Create a new foliage asset (any mesh will do, I used an editor sphere), assign that new material to the sphere via the foliage asset material overrides.
- Create a new blueprint of class “FoliageInstancedStaticMeshComponent”
- Open the new blueprint set the “Num Custom Data Floats” to 1
- Set the Component Class of the foliage type to your new FoliageInstancedStaticMeshComponent blueprint
- Paint the foliage type on any surface
- Try to erase the foliage type using the eraser tool
- The crash should occur and display “Assertion failed: (Index >= 0) & (Index < ArrayNum)”
I recorded a video of the steps: https://www.youtube.com/watch?v=szOqKCGjRB8
Quite annoying as the project I’m trying to move over to UE5 uses Foliage Instanced Static Mesh Component Blueprints quite a bit! I’ve submitted a bug report, but wanted to know if anyone else has managed to resolve this in the short term?