Hey @ I’m getting a lot of crashes trying to use the plugin at the moment.
My setup is I have an Actor with a Point Cloud attached as a Child Actor Component. Sometimes the Point Clouds disappear, and the only way to get them back is to rebuild them, but simply pressing ‘Rebuild’ on the PointCloudActor isn’t enough, I have to switch the Render Method to something else (eg. Point Unlit), build it, and then switch it back to the Render Method I want (which is Sprite Unlit RGB) and then it comes back … sometimes.
But a lot of the times this just crashes the editor. Here is the stack trace when that happens:
UE4Editor-CoreUObject.dll!UObjectBase::IsValidLowLevel() Line 296 C++
UE4Editor-PointCloudRuntime-Win64-DebugGame.dll!UPointCloudComponent::GetMaterial(int ElementIndex) Line 137 C++
UE4Editor-PointCloudRuntime-Win64-DebugGame.dll!UPointCloudComponent::AddReferencedObjects(UObject * InThis, FReferenceCollector & Collector) Line 156 C++
UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::ProcessObjectArray(FGCArrayStruct & InObjectsToSerializeStruct, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 775 C++
UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskQueue::DoTask() Line 381 C++
[Inline Frame] UE4Editor-CoreUObject.dll!TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskProcessorTask::DoTask(ENamedThreads::Type) Line 412 C++
UE4Editor-CoreUObject.dll!TGraphTask<TFastReferenceCollector<1,FGCReferenceProcessor<1>,FGCCollector<1>,FGCArrayPool,0>::FCollectorTaskProcessorTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 829 C++
[Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,FDefaultAllocator> &) Line 498 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks() Line 934 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 800 C++
UE4Editor-Core.dll!FTaskThreadBase::Run() Line 516 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 76 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 25 C++
[External Code]
Here is a screen grab of the crash in VS2017, in case that’s helpful:
https://i.imgur.com/uzmjaYP.png
Any thoughts what might be causing this? It’s making the plugin unusable at the moment.