Applying material to SM crash editor 4.8

Applying any material to element 1 on my mesh causes the editor to freeze for a while, then crash.

Attached the mesh.

link text

Hi Gibbz -

I have tested your asset in 4.8 Preview 4 and have not gotten a crash with any material I assign to Element 1. Can you please let me know whether you are setting the Material into Slot 1 in the Static Mesh Editor OR in the Viewport Details Panel? Also if you can please post the Machine ID which appears in the Crash Reporter when the Editor crashes.

Thank You

Eric Ketchum

ID: C61F8E964175C400D7362B986BF0CD38

From within the static mesh editor

Hey -

I cannot seem to find any crashes for your machine ID can you confirm that you have been sending the crashes from the crash reporter and that you have posted the Machine ID and not the Epic ID? Also can you let me know what import settings you are using for your mesh when you bring it into the engine?

Thank You

Eric Ketchum

Ok, resubmitted it on my brothers machine heres the details…

MachineId:9AB18BC442128C107BD55E8CB2885D13
EpicAccountId:

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: StaticMesh.Materials.IsValidIndex(SlotIndex) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Editor\StaticMeshEditor\Private\StaticMeshEditorTools.cpp] [Line: 1258]

KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:360]
UE4Editor_StaticMeshEditor!FMeshSectionSettingsLayout::OnMaterialChanged() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\staticmesheditor\private\staticmesheditortools.cpp:1259]
UE4Editor_StaticMeshEditor!TBaseSPMethodDelegateInstance<0,FMeshSectionSettingsLayout,0,TTypeWrapper __cdecl(UMaterialInterface * __ptr64,UMaterialInterface * _ptr64,int,bool)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_StaticMeshEditor!TBaseSPMethodDelegateInstance<0,FMeshSectionSettingsLayout,0,void __cdecl(UMaterialInterface * __ptr64,UMaterialInterface * ptr64,int,bool)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_PropertyEditor!FMaterialItemView::ReplaceMaterial() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertycustomizationhelpers.cpp:763]

Hi Gibbz -

Thank you for the additional information. I was able to track down this issue which I was certain I had seen before. This had been previously reported and looks to be fixed on the internal 4.8 branch. The fix for this issue should be in the next 4.8 release.

Thank You again -

Eric Ketchum