Im looking for someone who might know what might be going on with my 2d water grid module scratch pad im trying to make. I have two pictures, one that uses a select, and one that doesnt, the select version will crash my editor/game, the one that just feeds the constant 2d vector into the stackcontext velocity will ‘work’(its for testing atm). What I’m not understanding is what the select is doing to the 2d vector and how to fix it, because im feeding the exact same const vector into both return values for the select, which is the same const vector im passing in the second picture directly to the map
(Which ‘works’). Im just not sure why im crashing and how to fix it.
```
LoginId:865a390d4a678f5c6773c78c2e062006
EpicAccountId:715df5123f824d2e924c7adb75addfd9
Assertion failed: OriginalProxyData->AttributeIndices.Num() * OriginalProxyData->AttributeIndices.GetTypeSize() == AttributeIndices.Num() * AttributeIndices.GetTypeSize() [File:C:\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraDataInterfaceGrid2DCollection.cpp] [Line: 1712]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]
UnrealEditor_Niagara!UNiagaraDataInterfaceGrid2DCollection::SetShaderParameters() [C:\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraDataInterfaceGrid2DCollection.cpp:1712]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::SetDataInterfaceParameters() [C:\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:2457]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::DispatchStage() [C:\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1698]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::ExecuteTicks() [C:\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1285]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::PostRenderOpaque() [C:\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:2124]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::ProcessPendingTicksFlush() [C:\UnrealEngine\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:504]
UnrealEditor_Niagara!UE::Core::Private::Function::TFunctionRefCaller<FNiagaraGpuComputeDispatch::Tick'::2’::<lambda_1>,void,FRHICommandListImmediate &>::Call() [C:\UnrealEngine\Engine\Source\Runtime\Core\Public\Templates\Function.h:316]
UnrealEditor_RenderCore!FRenderThreadCommandPipe::EnqueueAndLaunch'::5’::<lambda_1>::operator()() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1547]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [C:\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [C:\UnrealEngine\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
UnrealEditor_RenderCore!RenderingThreadMain() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:318]
UnrealEditor_RenderCore!FRenderingThread::Run() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:451]
UnrealEditor_Core!FRunnableThreadWin::Run() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
```
EDIT:
I figured id add the fuller picture here of what I’m trying to accomplish, I’m trying to get a 2d texture mask to interact with the wave system, but all my math nodes and such aside, I cant even seem to get the simplest of condition to even work, but the only setup I’ve had that has worked even semi, is me assigning the stackcontext Velocity in the Map Out a constant 2d Vector(like in the original pictures up top. If I connect the Map Out to the output with the actual logic/math setup running, it will crash the editor over and over again, I have to disable Niagra temporarily in my DefaultEngine.ini to get back in and undo the damage. I’ve built a system that allows me to create a dynamic alterable terrain system that exists on the same level as the ocean, and on top of that system I’ve built a 2d texture mask generating system that gives me a mask of my terrains cost lines in the ocean, and im trying to use that texture(you can see it at the bottom, the black and white “hi” picture), to essentially absorb the wave systems that are rippling, because right now they dont have any way of interacting with my dynamic terrain system, and im trying to just get the waves to not travel through the landscape and out the other side without having to dissipate my wave systems too soon, I have a choice of either getting something like this to work, or I make the waves falloff faster to kind of cheese the effect.
If anyone can offer insight id be grateful












