Developer Notes

RootComponent must be set for Simulate Physics to function properly

Description

If an actor's Simulate Physics and ActorLocation/Rotation properties are set in code the editor will crash immediately upon launch / debug in VS.

Steps to Reproduce

1. Open UE4 Editor (any project)
2. Add code to project based on Actor
3. In the constructor add the following:

this->GetRootPrimitiveComponent()->SetSimulatePhysics(true);

4. In the Tick() function add the following:

this->SetActorLocationAndRotation(FVector(10, 0, 0), FRotator(0, 0, 0));

5. Compile
6. Open the project

Callstack
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0
EpicAccountId:c807849e05a0413d99e379f2802cae9c

Access violation - code c0000005 (first/second chance not available)

UE4Editor_DockingTest!AMyActor::AMyActor() + 52 bytes [d:\projects\dockingtest\source\dockingtest\myactor.cpp:12]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() + 435 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:2506]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() + 805 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:739]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() + 146 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:815]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() + 7 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() + 149 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() + 2194 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\modules\modulemanager.cpp:359]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() + 784 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\moduledescriptor.cpp:350]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() + 581 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor!FEngineLoop::LoadStartupModules() + 705 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1863]
UE4Editor!FEngineLoop::PreInit() + 11141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1400]
UE4Editor!GuardedMain() + 251 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

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By Design
ComponentUE - Gameplay
Affects Versions4.7
CreatedFeb 19, 2015
ResolvedFeb 20, 2015
UpdatedJul 14, 2021