[Replicable] Foliage Simulation Crash

Hi,
Instant crash if you paint some Foliage and click Simulate.

Steps to replicate:

  1. Create clean 4.14.0 C++ First person template (with starter content)

  2. Put any mesh into foliage tool

  3. Paint couple meshes

  4. Click Simulate

Hope this helps,
Crispy

Crash log

Assertion failed: IsValid() [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 794] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_FoliageEdit!FEdModeFoliage::MouseMove() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\foliageedit\private\foliageedmode.cpp:818]
UE4Editor_UnrealEd!FEditorModeTools::MouseMove() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editormodemanager.cpp:760]
UE4Editor_UnrealEd!FEditorViewportClient::MouseMove() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorviewportclient.cpp:4772]
UE4Editor_Engine!FSceneViewport::OnMouseMove() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\slate\sceneviewport.cpp:634]
UE4Editor_Slate!SViewport::OnMouseMove() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\widgets\sviewport.cpp:206]
UE4Editor_Slate!<lambda_76908516b038c565f6664336590b056a>::operator()() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5284]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_76908516b038c565f6664336590b056a> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerMoveEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5274]
UE4Editor_Slate!FSlateApplication::ProcessMouseMoveEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5653]
UE4Editor_Slate!FSlateApplication::OnMouseMove() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5592]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1693]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Same behaviour is not present in 4:13.2 or lower

Hello Crispy_Penguin,

Thanks for the clear and precise repro steps. I was able to confirm what you are reporting and have gone ahead and entered a bug report for the issue. You can track the report following the link below on our public issues tracker.

UE-39122

Once the issue has been addressed by our engineers the ticket will be updated and reflected in the public tracker. Let me know if you have further questions or need additional assistance.

Cheers,

Hi Andrew,
No problem, always glad to help.