> UnrealEditor-CustomizableObjectEditor.dll!FMutableGraphGenerationContext::AddParticipatingObjectChecked::__l10::<lambda_1>::operator()() Line 461 C++
[Inline Frame] UnrealEditor-CustomizableObjectEditor.dll!FMutableGraphGenerationContext::AddParticipatingObjectChecked(const FName &) Line 461 C++
UnrealEditor-CustomizableObjectEditor.dll!FMutableGraphGenerationContext::AddParticipatingObject(const FSoftObjectPath & SoftPath) Line 165 C++
UnrealEditor-CustomizableObjectEditor.dll!FillTableColumn(const UCustomizableObjectNodeTable * TableNode, mu::Ptr<mu::Table> MutableTable, const FString & ColumnName, const FString & RowName, unsigned int RowId, unsigned char * CellData, const FProperty * ColumnProperty, int LODIndexConnected, int SectionIndexConnected, int LODIndex, int SectionIndex, unsigned int SectionMetadataId, bool bOnlyConnectedLOD, FMutableGraphGenerationContext & GenerationContext) Line 338 C++
UnrealEditor-CustomizableObjectEditor.dll!GenerateTableColumn(const UCustomizableObjectNodeTable * TableNode, const UEdGraphPin * Pin, mu::Ptr<mu::Table> MutableTable, const FString & DataTableColumnName, const FProperty * ColumnProperty, int LODIndexConnected, int SectionIndexConnected, int LODIndex, int SectionIndex, unsigned int SectionMetadataId, bool bOnlyConnectedLOD, FMutableGraphGenerationContext & GenerationContext) Line 975 C++
UnrealEditor-CustomizableObjectEditor.dll!GenerateMutableSourceMesh(const UEdGraphPin * Pin, FMutableGraphGenerationContext & GenerationContext, FMutableGraphMeshGenerationData & MeshData, unsigned int SurfaceMetadataId, bool bLinkedToExtendMaterial, bool bOnlyConnectedLOD) Line 4258 C++
UnrealEditor-CustomizableObjectEditor.dll!GenerateMutableSourceModifier(const UEdGraphPin * Pin, FMutableGraphGenerationContext & GenerationContext) Line 171 C++
UnrealEditor-CustomizableObjectEditor.dll!GenerateMutableSource(const UEdGraphPin * Pin, FMutableGraphGenerationContext & GenerationContext) Line 980 C++
UnrealEditor-CustomizableObjectEditor.dll!GenerateMutableSource(const UEdGraphPin * Pin, FMutableGraphGenerationContext & GenerationContext) Line 1116 C++
UnrealEditor-CustomizableObjectEditor.dll!GenerateMutableSource(const UEdGraphPin * Pin, FMutableGraphGenerationContext & GenerationContext) Line 1031 C++
UnrealEditor-CustomizableObjectEditor.dll!GenerateMutableRoot(const UCustomizableObject * Object, FMutableGraphGenerationContext & GenerationContext) Line 621 C++
UnrealEditor-CustomizableObjectEditor.dll!FCustomizableObjectCompiler::CompileInternal(bool bAsync) Line 757 C++
UnrealEditor-CustomizableObjectEditor.dll!FCustomizableObjectCompiler::Compile(const TSharedRef<FCompilationRequest,1> & InCompileRequest) Line 304 C++
[Inline Frame] UnrealEditor-CustomizableObjectEditor.dll!FCustomizableObjectCompiler::TryPopCompileRequest() Line 1176 C++
UnrealEditor-CustomizableObjectEditor.dll!FCustomizableObjectCompiler::Tick(bool bBlocking) Line 53 C++
UnrealEditor-CustomizableObjectEditor.dll!FCustomizableObjectCompiler::Tick(float InDeltaTime) Line 325 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!FTickableEditorObject::TickObjects::__l2::<lambda_1>::operator()(FTickableObjectBase * TickableObject) Line 33 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(FTickableEditorObject::TickObjects::__l2::<lambda_1> &) Line 47 C++
UnrealEditor-UnrealEd.dll!UE::Core::Private::Function::TFunctionRefCaller<`FTickableEditorObject::TickObjects'::`2'::<lambda_1>,void,FTickableObjectBase *>::Call(void * Obj, FTickableObjectBase * & <Params_0>) Line 315 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,void __cdecl(FTickableObjectBase *)>::operator()(FTickableObjectBase * <Params_0>) Line 470 C++
UnrealEditor-Engine.dll!FTickableObjectBase::SimpleTickObjects(FTickableObjectBase::FTickableStatics & Statics, TFunctionRef<void __cdecl(FTickableObjectBase *)> TickFunc) Line 112 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!FTickableEditorObject::TickObjects(const float) Line 30 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1898 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++
Here’s the call stack! We have one custom engine change in 5.5 in CustomizableObjectSystem.cpp. We changed:
if (ScalarName.ToString().Equals(EncodingMaterialIdString))to
if (ScalarName.ToString().Contains(EncodingMaterialIdString))Maybe it’s a knock off of this change we made since you aren’t seeing it. This change was to allow for Mutable to consume data tables with multiple materials (since we ran into issues with that functionality, but maybe we spawned a new issue here. Mutable would only “see” the 0 index material).