UE5.4 SkeletalMesh error in PopulateMorphTargetVerticesData() due to mismatch between RenderData and ImportedModel #673
Unanswered
ninja152play
asked this question in
Q&A
Replies: 1 comment 3 replies
-
|
what game? |
Beta Was this translation helpful? Give feedback.
3 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
When opening UE5.4 IoStore assets in FModel using the latest version of CUE4Parse, all SkeletalMesh assets fail to load. StaticMesh, textures, materials, and animations work normally, but SkeletalMesh consistently produces an error.
Exception occurs in:
System.IndexOutOfRangeException
at USkeletalMesh.PopulateMorphTargetVerticesData()
Environment:
UE version: 5.4
Format: IoStore (.ucas / .utoc)
Tool: FModel (latest version)
CUE4Parse: latest version bundled with FModel
Issue: only SkeletalMesh assets are affected
Working asset types:
StaticMesh
Texture
Material
Animation
Non-working asset types:
All SkeletalMesh assets (with MorphTargets)
Observed MorphTarget data appears valid:
NumBaseMeshVerts differs per LOD (e.g. 1073 / 2080 and 9905 / 15127)
bGeneratedByEngine = true
Root cause analysis:
UE5.4 uses multiple vertex sources for SkeletalMesh:
ImportedModel (raw LOD0 vertices)
RenderData (optimized/cooked vertex buffers)
SkinCache / deformation pipeline
CUE4Parse appears to use RenderData vertex buffers for SkeletalMesh, while MorphTargets are indexed relative to ImportedModel (LOD0). This leads to index mismatch and out-of-bounds access in PopulateMorphTargetVerticesData().
The error occurs when:
morphIndex >= RenderData.VertexCount
Conclusion:
UE5.4 MorphTarget pipeline is incompatible with the current CUE4Parse logic based on RenderData vertex buffers.
Beta Was this translation helpful? Give feedback.
All reactions