x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Debugging SkeletalMesh Serialization Errors

Hi, I'm migrating a project up to 4.18 and am getting crashes when the editor tries to serialize skeletal mesh assets that were created using a 4.14 engine with some custom changes.

The crash seems to occur when attempting to serialize the first FSkelMeshSection that is part of the USkeleton asset, when serializing the BoneMap in that section... I get a massive negative integer when it serializes the size of the BoneMap TArray to allocate, which rightly asserts in debug.

What is the best way to diagnose what is going on here? What types of changes should I be on the lookout for that could create serialization errors like this? I don't see any of our studio's engine customizations eg adding properties to skeletal mesh sections or things like that which I would suspect could cause this type of bug.

Here's the stack in case that helps give more context:

 UE4Editor-Core-Win64-Debug.dll!FDebug::AssertFailed(const char * Expr, const char * File, int Line, const wchar_t * Format, ...) Line 414
     at [engineroot]\source\runtime\core\private\misc\assertionmacros.cpp(414)
 UE4Editor-Engine-Win64-Debug.dll!TArray<unsigned short,FDefaultAllocator>::Empty(int Slack) Line 1533
     at [engineroot]\source\runtime\core\public\containers\array.h(1533)
 UE4Editor-Engine-Win64-Debug.dll!operator<<(FArchive & Ar, TArray<unsigned short,FDefaultAllocator> & A) Line 1088
     at [engineroot]\source\runtime\core\public\containers\array.h(1088)
 UE4Editor-Engine-Win64-Debug.dll!operator<<(FArchive & Ar, FSkelMeshSection & S) Line 1184
     at [engineroot]\source\runtime\engine\private\skeletalmesh.cpp(1184)
 UE4Editor-Engine-Win64-Debug.dll!operator<<(FArchive & Ar, TArray<FSkelMeshSection,FDefaultAllocator> & A) Line 1091
     at [engineroot]\source\runtime\core\public\containers\array.h(1091)
 UE4Editor-Engine-Win64-Debug.dll!FStaticLODModel::Serialize(FArchive & Ar, UObject * Owner, int Idx) Line 1396
     at [engineroot]\source\runtime\engine\private\skeletalmesh.cpp(1396)
 UE4Editor-Engine-Win64-Debug.dll!TIndirectArray<FStaticLODModel,FDefaultAllocator>::Serialize(FArchive & Ar, UObject * Owner) Line 211
     at [engineroot]\source\runtime\core\public\containers\indirectarray.h(211)
 UE4Editor-Engine-Win64-Debug.dll!FSkeletalMeshResource::Serialize(FArchive & Ar, USkeletalMesh * Owner) Line 2259
     at [engineroot]\source\runtime\engine\private\skeletalmesh.cpp(2259)
 UE4Editor-Engine-Win64-Debug.dll!USkeletalMesh::Serialize(FArchive & Ar) Line 3059
     at [engineroot]\source\runtime\engine\private\skeletalmesh.cpp(3059)
 UE4Editor-CoreUObject-Win64-Debug.dll!FLinkerLoad::Preload(UObject * Object) Line 3300
     at [engineroot]\source\runtime\coreuobject\private\uobject\linkerload.cpp(3300)
 UE4Editor-CoreUObject-Win64-Debug.dll!EndLoad() Line 1556
     at [engineroot]\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(1556)
 UE4Editor-CoreUObject-Win64-Debug.dll!LoadPackageInternal::__l52::<lambda>() Line 1249
     at [engineroot]\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(1249)
 UE4Editor-CoreUObject-Win64-Debug.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker) Line 1336
     at [engineroot]\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(1336)
 UE4Editor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags) Line 1430
     at [engineroot]\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(1430)
 UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Map_Load(const wchar_t * Str, FOutputDevice & Ar) Line 2492
     at [engineroot]\source\editor\unrealed\private\editorserver.cpp(2492)

Thanks

Product Version: UE 4.18
Tags:
more ▼

asked Apr 11 '18 at 01:12 AM in C++ Programming

avatar image

FableBen
91 2 4 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Decided to just reimport using the source asset

more ▼

answered May 30 '18 at 10:45 PM

avatar image

FableBen
91 2 4 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question