Bug in Hierarchical Instanced Static Mesh component (HISM )

Hello!

There is a bug in the HISM component in the UE4 version 4.13. I have a project which use HISM to draw some kind of animated platform consists of number of small tiles. These tiles are heavy animated under some circumstances (they are [their transforms] updated each frame). Very often this lead to crash of engine.

                                                             pic1

You could reproduce the bug with attached project. Please also look at attached video with description on how to get bug to manifest.

To reproduce the bug, you must repeat actions like on the attached video (project are also attached).

Video: [link text][2]

Project: [link text][3]

The easiest way to solve the bug is to replace passing by reference to passing by value. I have tested this solution and it works perfectly. One have to replace “TArray&” to “TArray” (see pic2).

pic2

Hey DVRQProgrammer-2-

Based on the video it appears that you are entering PIE and then ejecting out in order to select the pawn actor and wave it over the green blocks until the crash occurs. Please let me know if I’ve missed something as I have not had the crash happen in my tests so far. Please also include your DXDiag for additional information.

Hi

This is typical data race bug in multithreaded environment, so it could be really hard to reproduce (especially on different computers and under different circumstances). In order to provide more robust test-case I modified my project for easy identification of the bug. Now you just need to run the project and press the start button. If the bug does not manifest itself in the course of 5 minutes, restart the project (with UE4 editor). Please let me know if it will help you.

Project: link text

please also look at the attached DXDiag.txt file: link text

Hey -

I was able to reproduce your crash and entered a report for the crash that you can follow here: Unreal Engine Issues and Bug Tracker (UE-36188)

Cheers

DVRQProgrammer-2 - thanks for your work on this! I just ran into the same issue and found the post. Looks like UE-36188 is fixed and I’ll just need to wait for 4.14.

Not only did you post the bug report, you made it easily reproducible AND found a fix for it. You’re a champion.