Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
0x00007ffb09d32bb9 UE4Editor-Engine.dll!USkeletalMeshComponent::CopyClothCollisionsToChildren() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:2765]
0x00007ffb09d790a4 UE4Editor-Engine.dll!USkeletalMeshComponent::UpdateClothStateAndSimulate() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:3408]
0x00007ffb09d781df UE4Editor-Engine.dll!USkeletalMeshComponent::TickClothing() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:3475]
0x00007ffb09d13082 UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_3a74fbe93c48a27f6c371d361174dfb4> >() [D:\Release_4_26\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:3573]
0x00007ffb09d40925 UE4Editor-Engine.dll!FSkeletalMeshComponentClothTickFunction::ExecuteTick() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:82]
0x00007ffb09fa6d99 UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
0x00007ffb09faf94b UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\Release_4_26\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
0x00007ffb0bcf1a34 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\Release_4_26\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
0x00007ffb0bcf1e3e UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Release_4_26\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
0x00007ffb0bd0337e UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\Release_4_26\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525]
0x00007ffb09fcc5ee UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:564]
0x00007ffb09fd2f1a UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1578]
0x00007ffb096f211f UE4Editor-Engine.dll!UWorld::RunTickGroup() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:782]
0x00007ffb096fd299 UE4Editor-Engine.dll!UWorld::Tick() [D:\Release_4_26\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1482]
0x00007ffb068505fb UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [D:\Release_4_26\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1720]
0x00007ffb07186876 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [D:\Release_4_26\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
0x00007ff643949849 UE4Editor.exe!FEngineLoop::Tick() [D:\Release_4_26\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4836]
0x00007ff643960afc UE4Editor.exe!GuardedMain() [D:\Release_4_26\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
0x00007ff643960bda UE4Editor.exe!GuardedMainWrapper() [D:\Release_4_26\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
0x00007ff643974abd UE4Editor.exe!WinMain() [D:\Release_4_26\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
0x00007ff6439777da UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\63\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
0x00007ffb92437974 KERNEL32.DLL!UnknownFunction []
0x00007ffb951ea2d1 ntdll.dll!UnknownFunction []
1. Open Untitled.umap of the attached project and PIE it.
2. Crosses do not respond to attached collisions.
3. Open and PIE Untitled2.umap of the attached project.
4. It crashes.
It seems to crash when an actor with no cross settings is attached
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Is the uobject class unable to overload the assignment function?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-113364 in the post.
3 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.26.1, 5.0 |
Created | Apr 13, 2021 |
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Updated | Oct 31, 2023 |