Generate Procedural Mesh

Hey ,

Thank you for this awesome thread and the work you’ve been sharing.

I’ve currently run in to a snag and I’m wondering if anybody else is having the same problem. If I create a blueprint to run line traces agaisnt the dynamic meshes I’ll eventually get the following crash:


!Id:9807dac3b980b09e7b3092cc6049391b

Access violation - code c0000005 (first/second  not available)

UE4Editor-Engine.dll

UE4Editor_Engine + 11365999 bytes
UE4Editor_Engine + 11246153 bytes
UE4Editor_Engine + 11609624 bytes
UE4Editor_Engine + 11566745 bytes
UE4Editor_Engine + 4733635 bytes
UE4Editor_Engine + 4734271 bytes
UE4Editor_Engine + 21294089 bytes
UE4Editor_CoreUObject + 1314781 bytes
UE4Editor_CoreUObject + 1371986 bytes
UE4Editor_CoreUObject + 1457175 bytes
UE4Editor_CoreUObject + 1377083 bytes
UE4Editor_CoreUObject + 1316120 bytes
UE4Editor_CoreUObject + 1377083 bytes
UE4Editor_CoreUObject + 1375095 bytes
UE4Editor_Engine + 1765263 bytes
UE4Editor_Engine + 15382955 bytes
UE4Editor_Engine + 6018158 bytes
UE4Editor_Engine + 6012290 bytes
UE4Editor_Engine + 6055406 bytes
UE4Editor_Engine + 1656563 bytes
UE4Editor_Engine + 8617942 bytes
UE4Editor_Engine + 8688548 bytes
UE4Editor_Core + 462146 bytes
UE4Editor_Core + 462589 bytes
UE4Editor_Core + 524839 bytes
UE4Editor_Engine + 9015033 bytes
UE4Editor_Engine + 8917088 bytes
UE4Editor_Engine + 8960756 bytes
UE4Editor_Engine + 5129510 bytes
UE4Editor_Engine + 5156650 bytes
UE4Editor_UnrealEd + 1464870 bytes
UE4Editor_UnrealEd + 5375494 bytes
UE4Editor!FEngineLoop::Tick() + 3555 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launchengineloop.cpp:2091]
UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launch.cpp:132]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

I’ve confirmed that in other projects without the dynamic mesh instances that I cannot reproduce the crash. I’ve attempted to debug the issue by running the engine from VS with debugging on, however instead of a break it simply freezes and crashes to desktop. I’d be grateful if someone else who’s implemented the dynamic meshes would try and run a few line traces to see if they see the same thing. Otherwise it might be something on my side unrelated to the dynamic meshes. Here is my blueprint for reference:

The trace will fire and show up on the meshes a few times but eventually crash. Sometimes it crashes early other times I have to spam it about 20-30 times to get it to crash.

Thanks.