Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression.
Issue does not occur when user Simulates in level viewport, nor when geometry collection is initially set to enable physics without the beginplay cmd.
Actual Result: Editor crashes immediately
Expected Result: Geometry Collection should "fall" infinitely in the Blueprint Viewport
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000060 UnrealEditor_Chaos!FManagedArrayCollection::SyncGroupSizeFrom() [D:\build\++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\GeometryCollection\ManagedArrayCollection.cpp:340] UnrealEditor_Chaos!FManagedArrayCollection::CopyMatchingAttributesFrom() [D:\build\++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\GeometryCollection\ManagedArrayCollection.cpp:352] UnrealEditor_Chaos!FGeometryCollectionPhysicsProxy::InitializeDynamicCollection() [D:\build\++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\PhysicsProxy\GeometryCollectionPhysicsProxy.cpp:684] UnrealEditor_Chaos!FGeometryCollectionPhysicsProxy::Initialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\PhysicsProxy\GeometryCollectionPhysicsProxy.cpp:408] UnrealEditor_Chaos!Chaos::FPBDRigidsSolver::RegisterObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\PBDRigidsSolver.cpp:639] UnrealEditor_GeometryCollectionEngine!UGeometryCollectionComponent::RegisterAndInitializePhysicsProxy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Experimental\GeometryCollectionEngine\Private\GeometryCollection\GeometryCollectionComponent.cpp:2523] UnrealEditor_GeometryCollectionEngine!UGeometryCollectionComponent::SetSimulatePhysics() [D:\build\++UE5\Sync\Engine\Source\Runtime\Experimental\GeometryCollectionEngine\Private\GeometryCollection\GeometryCollectionComponent.cpp:734] UnrealEditor_Engine!UPrimitiveComponent::execSetSimulatePhysics() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT\PrimitiveComponent.gen.cpp:2066] UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455] UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1118] UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3084] UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1188] UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1018] UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1258] UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1188] UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1285] UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455] UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2116] UnrealEditor_Engine!AActor::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1055] UnrealEditor_Engine!AActor::BeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:4115] UnrealEditor_Engine!AActor::DispatchBeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:4055] UnrealEditor_Engine!AActor::PostActorConstruction() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3850] UnrealEditor_Engine!AActor::FinishSpawning() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3749] UnrealEditor_Engine!AActor::PostSpawnInitialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3687] UnrealEditor_Engine!UWorld::SpawnActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:724] UnrealEditor_Engine!UWorld::SpawnActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:440] UnrealEditor_Kismet!FBlueprintEditor::UpdatePreviewActor() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:10001] UnrealEditor_Kismet!FSCSEditorViewportClient::ToggleIsSimulateEnabled() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\SCSEditorViewportClient.cpp:910] UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,SSCSEditorViewport,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:312] UnrealEditor_Slate!FUICommandList::ExecuteAction() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:111] UnrealEditor_Slate!SToolBarButtonBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SToolBarButtonBlock.cpp:384] UnrealEditor_Slate!SToolBarButtonBlock::OnCheckStateChanged() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SToolBarButtonBlock.cpp:410] UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,1,void __cdecl(enum ECheckBoxState),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:312] UnrealEditor_Slate!SCheckBox::ToggleCheckedState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SCheckBox.cpp:391] UnrealEditor_Slate!SCheckBox::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SCheckBox.cpp:248] UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5046] UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:412] UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5032] UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5601] UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5566] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2219] UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2726] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1895] UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:925] user32 user32 InkObj atlthunk user32 user32 UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:142] UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5291] UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202] UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107] UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244] UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282] UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
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
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-171743 in the post.
9 |
Component | UE - Simulation - Physics - Destruction |
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Affects Versions | 5.1 |
Target Fix | 5.2 |
Created | Dec 2, 2022 |
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Resolved | Feb 13, 2023 |
Updated | Apr 29, 2023 |