Hi,
我们遇到部分的SKM模型在打开SKM Editor的时候,引擎会Crash。 想了解下,有什么修复方法么。
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058
 
UnrealEditor_Engine!UAssetImportData::GetFirstFilename() [D:\ASEngine\Engine\Source\Runtime\Engine\Private\EditorFramework\AssetImportData.cpp:268]
UnrealEditor_MeshBuilder!SkeletalMeshBuilderPrivate::FContext::PerformReductions() [D:\ASEngine\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:397]
UnrealEditor_MeshBuilder!FinalizeContext() [D:\ASEngine\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:605]
UnrealEditor_MeshBuilder!FSkeletalMeshBuilder::Build() [D:\ASEngine\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:716]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildSkeletalMesh() [D:\ASEngine\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:83]
UnrealEditor_Engine!USkeletalMesh::BuildLODModel() [D:\ASEngine\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:6200]
UnrealEditor_Engine!FSkeletalMeshRenderData::Cache() [D:\ASEngine\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp:317]
UnrealEditor_Engine!USkeletalMesh::CacheDerivedData() [D:\ASEngine\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:5299]
UnrealEditor_Engine!USkeletalMesh::ExecutePostLoadInternal() [D:\ASEngine\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3838]
UnrealEditor_Engine!FSkinnedAssetAsyncBuildWorker::DoWork() [D:\ASEngine\Engine\Source\Runtime\Engine\Private\SkinnedAssetAsyncCompileUtils.cpp:41]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\ASEngine\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\ASEngine\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\ASEngine\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:144]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\ASEngine\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:144]
UnrealEditor!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`13'::<lambda_1>::operator()() [D:\ASEngine\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove() [D:\ASEngine\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\ASEngine\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\ASEngine\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:365]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\ASEngine\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724]
UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator()() [D:\ASEngine\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188]
UnrealEditor_Core!FThreadImpl::Run() [D:\ASEngine\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\ASEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
我在附件中提供了一个可复现的Demo 打开任意SKM Mesh,引擎就会Crash。
我尝试合并了这个提交,并没有解决问题:
https://github.com/EpicGames/UnrealEngine/commit/45fbeb4fd21e888e3156e777445091201345fde2
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