Comments (5)
I Only use RealtimeMeshSimple blueprint
from realtimemeshcomponent.
Probably due to RMC's use of int8 as the section index, as per @Moddingear on the discord.
probably because it uses a char for section index, the max value is 127
there's nothing preventing you from changing that to an int, and the performance difference would be null
Notably, that's only possible with compiling the plugin from C++. Another fix would be making more components to use more mesh sections on.
from realtimemeshcomponent.
You're creating 128+ section groups, you could try adding more sections to each section group. Each section group cant have INT16_MAX sections in it.
Regarding that bug, it's because it's trying to access a negative index due to it being int8 and wrapping around. To be fair, noone uses that many sections.
from realtimemeshcomponent.
@Moddingear @connorjak,Thanks a lot,It seem to work. Is there some settings to Pack this plugin? when I Packing the plugin to released game,the game can work well,But when the game exit,it will report bug Like this,I only use the example blueprints of plugins in game.
LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 1323]
Failed to find function OnCancel in None None.None
0x00007ff6ebb4df52 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb09d6e3 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb063b8a loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb8a68f4 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb8b0a1f loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6ed1535ad loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb89a8b7 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb89ad04 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb030a76 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb89a5f6 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb9c63fb loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb9c67be loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb037042 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb037606 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb03765a loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb0388f4 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6eb041314 loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ff6ee886c2e loadObj-Win64-Shipping.exe!UnknownFunction []
0x00007ffedecf7614 KERNEL32.DLL!UnknownFunction []
0x00007ffee0b226a1 ntdll.dll!UnknownFunction []
from realtimemeshcomponent.
Last comment is unrelated to this issue, open another issue.
Marking this as resolved.
from realtimemeshcomponent.
Related Issues (20)
- UE5.0.3 use this plugin cannot build HOT 1
- Crash when slicing in UE5 HOT 2
- UE5.1 not compiling HOT 2
- support skeletal mesh? HOT 1
- generated collision is flipped when interacting with physics actor HOT 1
- FRenderResource's `IsInRenderingThread`-check fails during generation? HOT 3
- Flickering/Crash when updating URealtimeMeshSimple HOT 4
- Mesh creation completely broken when using UV1 HOT 1
- RealtimeMeshSimple.h Reference compilation failed in class HOT 1
- Fatal error: [File:D:/UE4_SRC/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') HOT 2
- Intermittent crash due to UE5 DX12 GPU memory bug HOT 6
- Fails to compile on UE5.2: error C2665: 'GetTypeHash': none of the 5 overloads could convert all the argument types HOT 2
- vram not enough HOT 2
- 5.1 crash (RayTracingGeometry->Initializer.TotalPrimitiveCount) HOT 5
- Intermittent link errors on UE 5.2 HOT 2
- RMC not visible in HTML5 HOT 1
- Just echoing question - 5.3 support planned? Thank you! HOT 2
- UE5.3 Packaging failed HOT 1
- Multiple UVs and High Precision UVs don't work HOT 1
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