[Bug Report] Null pointer crash in UProceduralMeshComponent
In 4.10 it is possible to get a null "ProcSceneMeshProxy" inside UProceduralMeshComponent::UpdateMeshSection() and also UProceduralMeshComponent::SetMeshSectionVisible().
Inside the "ENQUEUE_UNIQUE_RENDER_COMMAND...", there should be a check for null.
Think this can happen when setting the actor to hidden that the procedural mesh is attached to. Not every time though, probably race condition between game & render thread.
Thank you for reporting this. Have you considered creating a Pull Request for this change on our GitHub repository? If you do so, a developer related to this field will review the code change directly to ensure that it fits with our standards and doesn't affect anything else. If the request is accepted, you'll become an Engine Contributor as well.
If you would rather not make a Pull Request however, please let me know and I'll place a bug report in for you.
answered May 31 '16 at 03:36 PM
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