In debug builds, there's no issues, but in release, an invalid mesh that is deleted in FindInvalidDataProcess will be double free'd when the parent scene is destroyed.
@@ -124,7 +124,7 @@ void FindInvalidDataProcess::Execute(aiScene *pScene) {
if (2 == result) {
// remove this mesh
delete pScene->mMeshes[a];
- AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
+ pScene->mMeshes[a] = NULL;
meshMapping[a] = UINT_MAX;
continue;