![]() VMesh->SetGeneratedMeshTriangles(Triangles) Īgain this never crashes if I simply comment out the one single line mentioned above, so its not the other pointers ![]() Void AVictoryWallCanvas3D::VJoyInit(const TArray& Triangles) NewVWall->VMesh->SetMaterial(0,VictoryPC->BC_Mat) ![]() GlobalTrisTest.Empty() //global array is just a test ask Canvas3D to provide an array of FVMeshTri Here’s the code that is calling generate triangles:Ĭonst FVector Loc = Canvas3DActor->GetActorLocation() + FVector(0,0,1024) ĪVictoryWallCanvas3D* NewVWall = UVictor圜ore::Spawn(Loc,FRotator::ZeroRotator) However, this is not to put the code on the wiki in a bad light at all, I love that wiki code!Īnd for many it still works! So Enjoy it!īut unless I hear from someone about having any idea what's going on here, I will hope it just vanishes in 4.2 :) I can only presume there's something wonky with my current engine build. I am going to hope this just magically goes away in 4.2, because I have absolutely no idea why this is occurring, I know my data is sound as I noted above, even random sample data causes the crash. I replaced my custom version with the exact code on the wiki, just so I can say I have a more neutral position to say it must be something else.Īnd I can stop the entire crashing behavior by commenting out a single line The crash doesn’t happen if I comment out the code above / that part of the whole process (see original post for more info) Why I feel the crash is related to the code above It even crashes instantly if I manually fill the array with some random triangle, without deleting/switching/changing anything, simply ADDing a new triangle! I will keep poking around, thanks for caring Dmacesic! So as you can imagine that doesn’t leave me much to work with LogExit: Executing StaticShutdownAfterError LogWindows:Error: Windows GetLastError: The operation completed successfully. ![]() LogWindows:Error: appError called: Rendering thread exception: I tried keeping a global array just as a test, it’s not that (and it was never an issue before) I can even comment out MarkRenderStateDirty() and it still crashes.įor rest of related code you can use the original UE4 plugin or Dmacesic’s tutorial as a reference Unreal Engine Forums – 14 Apr 20 It’s the core of the dynamic mesh concept itself that is not working, directly setting the triangles array is causing instant crash. It’s not the physics stuff,I commented that out (and it always worked) Need to recreate scene proxy to send it over If (ModelBodySetup) ModelBodySetup->InvalidatePhysicsData() // This is required for the first time after creation This code used to just work fabulously!** **//if I comment this out, no crash, but also no dynamic meshes There is no crash call stack at all, just a Render Thread Exception.īool UVictoryMeshComponent::SetGeneratedMeshTriangles(const TArray& Triangles) I’ve been using the same code, unchanged, since 4.0, and now it is absolutely not working, reliably crashing every time. Has anyone else had trouble with dynamic meshes crashing in 4.1.1 (hotfixed 4.1)?
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