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Instanced Static Mesh crashing when hitting play

Hey guys,

i am creating a few hundred buildings via blueprint. Witch add static mesh component everything works fine, but when i replace the nodes with “add instance” everything works fine too, until i hit the play button. Then the editor crashes with the following:

MachineId:166108FB44C5A358B7AED7ABCA4B8919 EpicAccountId:

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: FromInst->OwnerComponent.Get() == NULL [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 2539]

KERNELBASE + 37901 bytes UE4Editor_Core + 3092349 bytes UE4Editor_Core + 1597688 bytes UE4Editor_Core + 1479058 bytes UE4Editor_Engine + 14028738 bytes UE4Editor_Engine + 4413679 bytes UE4Editor_Engine + 4230785 bytes UE4Editor_Engine + 4236415 bytes UE4Editor_Engine + 1444069 bytes UE4Editor_Engine + 1653288 bytes UE4Editor_Engine + 1585232 bytes UE4Editor_Engine + 4975247 bytes UE4Editor_Engine + 10031866 bytes UE4Editor_Engine + 9904864 bytes UE4Editor_Engine + 3804899 bytes UE4Editor_UnrealEd + 4271756 bytes UE4Editor_UnrealEd + 4561611 bytes UE4Editor_UnrealEd + 4660963 bytes UE4Editor_UnrealEd + 1801811 bytes UE4Editor_UnrealEd + 6686342 bytes UE4Editor!FEngineLoop::Tick() + 3876 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2214] UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Anyone got an idea? I really want to use the instance because it has a much better performance.

THX! :slight_smile:

Anyone? :smiley:

Can you please post this on **Answerhub **(under Bug Reports section) so Epic can track it and address the issue. :slight_smile:

i did days ago. But so far no reaction. Can anyone reproduce that?

https://answers.unrealengine.com/questions/160365/instanced-static-mesh-crashing-when-hitting-play.html

Hi hazzardous1984,

I have posted on your answerhub thread. Please do not bump threads that have not gone unanswered for 4 or more days. This causes clutter in the forums and makes it signficantly more difficult to assist users.