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ataulien avatar ataulien commented on August 22, 2024

Interesting. Looks like the players body material has not been copied. That error is also thrown for handles which did not ever point to a valid object, so most likely Destroyed is not correct here, but that's an other issue! 😄

Can you delete bin/cache/* and try again? Maybe the player model got corrupted because of a crash while caching resources...

I'll take a look at it when I get home!

PS: I would suggest changing the issue title to "Crash due to body material not being available on start" or something...

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Nutomic avatar Nutomic commented on August 22, 2024

I already retried it with a cleared cache a few times, but the same error always happens. And I updated the title, but you can also do that yourself ;)

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ataulien avatar ataulien commented on August 22, 2024

There are some other executables, such as REGothCharacterMovementTester. Does that work?

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Nutomic avatar Nutomic commented on August 22, 2024

I tried REGothCharacterMovementTester, it has the exact same error (with cleared cache). REGothWorldCacheTest, REGothWorldMeshViewer and REGothCharacterViewer seem to work (there are no errors).

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KirmesBude avatar KirmesBude commented on August 22, 2024

EDIT: Looking into a little closer. Commit e080948 was a bugfix so it works from cache, but the two lines in VisualCharacters onInitialized are always executed even if the objects are not loaded.

I am running into the same problem.
From my quick research at the point where setBodyTexture is called

void VisualCharacter::onInitialized()
{
VisualSkeletalAnimation::onInitialized();
setBodyTexture(mBodyState.bodyTexture);
setHeadTexture(mBodyState.headTexture);
}

The mSubRenderable has not been initialized yet
void VisualSkeletalAnimation::onInitialized()
{
bs::Component::onInitialized();
if (mSubRenderable)
{
// If this is called after deserialization, we need register the event-callback in here
setupAnimationComponent();
// Also the materials need to be cloned again, as those resources were not saved.
cloneMaterials();
}
}

I dont know enough about the component, but maybe it is enough to call buildObjectSubtree in the onInitialize function.

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ataulien avatar ataulien commented on August 22, 2024

When onInitialized is called, the Visual does not even know what it should be drawing if I'm not mistaken. The subtree is only built after a visual has been assigned. We should rather guard the calls which set the textures by whether a head and/or body mesh exists IMHO.

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