Description

When you place a Skeletal Mesh using a Simulated Physics Asset into a Blueprint, check Always create a Physics State and Save BP, crash.

[Link Removed]

Also reproduced in Main Promotable-CL-2599540

Steps to Reproduce

UPDATE- from Lina,

For me, it crashed when I change the state of the flag. But at the end same callstack . My callstack is below.
I'm not sure why Simulated root matters in this case. [Image Removed]

---------------------------------------------------

  1. Open QAGame Editor
  2. Open PhysicsAsset'/Game/QA_Assets/AI/Character/HeroTPP_Physics.HeroTPP_Physics'
  3. Select the Root Bone
  4. Set Physics Type to Simulated.
  5. Save Physics Asset
  6. Create a New Actor Blueprint
  7. Add SkeletalMesh'/Game/QA_Assets/AI/Character/HeroTPP.HeroTPP' to the BP to current SceneComponent
  8. Under Collision set Always Create Physics to true.

RESULTS: CRASH

EXPECTED: No CRASH

------------------------------------------

> UE4Editor-Engine-Win64-Debug.dll!TIndexedContainerIterator<TArray<USceneComponent * __ptr64,FDefaultAllocator>,USceneComponent * __ptr64,int>::operator*() Line 87 C++
UE4Editor-Engine-Win64-Debug.dll!`anonymous namespace'::RegisterInstancedComponent(UActorComponent * InstancedComponent) Line 30 C++
UE4Editor-Engine-Win64-Debug.dll!USimpleConstructionScript::ExecuteScriptOnActor(AActor * Actor, const FTransform & RootTransform, bool bIsDefaultTransform) Line 528 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 466 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::RerunConstructionScripts() Line 366 C++
UE4Editor-Engine-Win64-Debug.dll!UActorComponent::ConsolidatedPostEditChange(const FPropertyChangedEvent & PropertyChangedEvent) Line 549 C++
UE4Editor-Engine-Win64-Debug.dll!UActorComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 561 C++
UE4Editor-Engine-Win64-Debug.dll!USceneComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 276 C++
UE4Editor-Engine-Win64-Debug.dll!UPrimitiveComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 602 C++
UE4Editor-Engine-Win64-Debug.dll!USkinnedMeshComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 374 C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 395 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::PropagatePostEditChange(TArray<UObject *,FDefaultAllocator> & AffectedObjects, FPropertyChangedChainEvent & PropertyChangedEvent) Line 452 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 340 C++
UE4Editor-Engine-Win64-Debug.dll!UActorComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 569 C++
UE4Editor-Engine-Win64-Debug.dll!USceneComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 287 C++
UE4Editor-Engine-Win64-Debug.dll!UPrimitiveComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent & PropertyChangedEvent) Line 695 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyNode::NotifyPostChange(FPropertyChangedEvent & InPropertyChangedEvent, FNotifyHook * InNotifyHook) Line 1979 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const TArray<FObjectBaseAddress,FDefaultAllocator> & InObjects, const TArray<FString,FDefaultAllocator> & InValues, FPropertyNode * InPropertyNode, unsigned int Flags) Line 446 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const FString & InValue, FPropertyNode * InPropertyNode, unsigned int Flags) Line 297 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyValueImpl::ImportText(const FString & InValue, unsigned int Flags) Line 199 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!FPropertyHandleBool::SetValue(const bool & NewValue, unsigned int Flags) Line 2357 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!SPropertyEditorBool::OnCheckStateChanged(ECheckBoxState InNewState) Line 84 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute(ECheckBoxState <Params_0>) Line 282 C++
UE4Editor-PropertyEditor-Win64-Debug.dll!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe(ECheckBoxState <Params_0>) Line 390 C++
UE4Editor-Slate-Win64-Debug.dll!TBaseDelegate<void,enum ECheckBoxState>::ExecuteIfBound(ECheckBoxState <Params_0>) Line 519 C++
UE4Editor-Slate-Win64-Debug.dll!SCheckBox::ToggleCheckedState() Line 285 C++
UE4Editor-Slate-Win64-Debug.dll!SCheckBox::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 183 C++
UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonUpEvent::__l18::<lambda>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4315 C++
UE4Editor-Slate-Win64-Debug.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::ProcessMouseButtonUpEvent::__l18::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 212 C++
UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 4318 C++
UE4Editor-Slate-Win64-Debug.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button) Line 4278 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1403 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1708 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 764 C++
UE4Editor-Core-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 627 C++

Callstack

Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 678]
Array index out of bounds: 1 from an array of size 1

KERNELBASE.dll
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor-Engine.dll!`anonymous namespace'::RegisterInstancedComponent() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\simpleconstructionscript.cpp:32]
UE4Editor-Engine.dll!USimpleConstructionScript::ExecuteScriptOnActor() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\simpleconstructionscript.cpp:525]
UE4Editor-Engine.dll!AActor::ExecuteConstruction() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actorconstruction.cpp:447]
UE4Editor-Engine.dll!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actor.cpp:2456]
UE4Editor-Engine.dll!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\actor.cpp:2447]
UE4Editor-Engine.dll!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\levelactor.cpp:354]
UE4Editor-Kismet.dll!FBlueprintEditor::UpdatePreviewActor() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:7355]
UE4Editor-Kismet.dll!FBlueprintEditor::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\kismet\private\blueprinteditor.cpp:6334]
UE4Editor-UnrealEd.dll!FTickableEditorObject::TickObjects() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\editorengine.cpp:1115]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\editor\unrealed\private\unrealedengine.cpp:364]
UE4Editor.exe!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor.exe!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__tmainCRTStartup() [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll
ntdll.dll
ntdll.dll

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Fixed
ComponentUE - Gameplay - Components
Affects Versions4.84.8.14.9
Target Fix4.9
Fix Commit2605792
CreatedJun 25, 2015
ResolvedJun 30, 2015
UpdatedApr 27, 2018
View Jira Issue