发现外网有个关于TextureStreaming的崩溃报告,堆栈如下
FRenderAssetInstanceState::RemoveElement(int ElementIndex, int & NextComponentLink, int & BoundsIndex, const UStreamableRenderAsset * & Asset) Line 204 C++
FRenderAssetInstanceState::RemoveComponentByHandle(int ElementIndex, TArray<UStreamableRenderAsset const *,TSizedInlineAllocator<12,32,TSizedDefaultAllocator<32>>> * RemovedRenderAssets) Line 462 C++
FDynamicRenderAssetInstanceManager::IncrementalUpdate(TArray<UStreamableRenderAsset const *,TSizedInlineAllocator<12,32,TSizedDefaultAllocator<32>>> & RemovedRenderAssets, float Percentage) Line 103 C++
FRenderAssetStreamingManager::IncrementalUpdate(float Percentage, bool bUpdateDynamicComponents) Line 432 C++
FRenderAssetStreamingManager::UpdateResourceStreaming(float DeltaTime, bool bProcessEverything) Line 1843 C++
FStreamingManagerCollection::UpdateResourceStreaming(float DeltaTime, bool bProcessEverything) Line 878 C++
IStreamingManager::Tick(float DeltaTime, bool bProcessEverything) Line 727 C++
FStreamingManagerCollection::Tick(float DeltaTime, bool bProcessEverything) Line 850 C++
崩溃定位如下,崩溃类型是EXCEPTION_ACCESS_VIOLATION_WRITE(貌似RenderAssetMap.Find(Element.RenderAsset)为空)
RenderAssetMap.Find(Element.RenderAsset)->HeadLink = Element.NextRenderAssetLink;
想了解下后面的UE版本是否有过类似问题,并修复?