Engine Crash Using Foliage - Custom Primitive Data & Foliage Instanced Static Mesh Component

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?