iBrews:
I have not been able to find the Fracture Editor tab, even though it’s enabled as a plugin. Right now, any time I select a Geometry Collection with the Mesh Editor tab open, I get a crash:
Assertion failed: TransformBuffer.NumTransforms == DynamicData->Transforms.Num() [File: D:/Build/++UE4/Sync/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionSceneProxy.cpp] [Line: 465]
UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
UE4Editor_GeometryCollectionEngine!FGeometryCollectionSceneProxy::SetDynamicData_RenderThread() [d:\build++ue4\sync\engine\source\runtime\experimental\geometrycollectionengine\private\geometrycollection\geometrycollectionsceneproxy.cpp:465]
UE4Editor_GeometryCollectionEngine!TGraphTask<TEnqueueUniqueRenderCommandType<UGeometryCollectionComponent::CreateRenderState_Concurrent'::
5’::CreateRenderStateName,<lambda_5bea11ca410badf1eb0b14700b14a609> > >::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:583]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
Yeah you have to put those field assignments in the UE4Editor.Target.cs and then compile from the 4.23 github source for it to show up. After you do that, I wouldn’t recommend doing any fracturing with the “Mesh Editor” tab and instead stick to the “Fracture Editor” tab.