对SkeletalMesh使用DuplicatedObject,出包运行会crash在nanite序列化的位置

打包运行必现

1、获取skeletal

2、执行DuplicatedObject

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重现步骤
问题:对SkeletalMesh使用DuplicatedObject,出包运行会crash在nanite序列化的位置

nanite是否开启都会这样​

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duplication_test-Win64-DebugGame.exe!UE::Logging::Private::BasicFatalLog(struct FLogCategoryBase const &,struct UE::Logging::Private::FStaticBasicLogRecord const *,…)

duplication_test-Win64-DebugGame.exe!FDuplicateDataReader::Serialize(void *,__int64)

duplication_test-Win64-DebugGame.exe!Nanite::FResources::SerializeInternal(class FArchive &,class UObject *,bool)

duplication_test-Win64-DebugGame.exe!Nanite::FResources::Serialize(class FArchive &,class UObject *,bool)

duplication_test-Win64-DebugGame.exe!FSkeletalMeshRenderData::Serialize(class FArchive &,class USkinnedAsset *)

duplication_test-Win64-DebugGame.exe!USkeletalMesh::Serialize(class FArchive &)

duplication_test-Win64-DebugGame.exe!StaticDuplicateObjectEx(struct FObjectDuplicationParameters &)

duplication_test-Win64-DebugGame.exe!StaticDuplicateObject(class UObject const *,class UObject *,class FName,enum EObjectFlags,class UClass *,enum EDuplicateMode::Type,enum EInternalObjectFlags)

duplication_test-Win64-DebugGame.exe!DuplicateObject_Internal(class UClass *,class UObject const *,class UObject *,class FName)

duplication_test-Win64-DebugGame.exe!DuplicateObject<USkeletalMesh>(const TObjectPtr<USkeletalMesh> & SourceObject, UObject * Outer, const FName Name) Line 1864

at C:\Program Files\Epic Games\UE_5.5\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h(1864)

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Hi,

你好,方便提供一下崩溃的log吗?如果log里没有堆栈,麻烦提供一个崩溃的堆栈,我可以看一下具体什么问题,感谢。

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nanite序列化crash,但是开不开都会crash

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Hi,

确认了一下,这是一个已知的问题,我们暂时还没有修复,我已经反馈给相关的开发同学了,如果后续有结论,我会在这里更新。

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方便问一下duplicate 开启Nanite的StaticMesh,会有同样的问题吗?

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