Description

This is not a regression. Tested in //UE5/Release-5.2 CL26001984

The editor crashes when a physics asset of an animation with rigid body collides with geometry collection.

Steps to Reproduce
  1. Create a new Third Person project
  2. Place a Cube in the scene high enough that once fractured it will break when it lands
  3. While the Cube is selected change to the Fracture Mode(Shift+6)
  4. Select New then Create Geometry Collection
  5. Select Uniform then select Fracture
  6. Search for and open ABP_Manny then navigate to the AnimGraph
  7. In the graph right-click then create a Rigidbody node
  8. Connect the Control Rig's Animation Pose output pin to the Component Pose's Animation Pose input pin
  9. Connect the Rigid Body's Animation Pose output pin to the Output Post's Result input pin
  10. Select the Rigid Body node then in the Details panel set the Override Physics Asset to PA_Mannequin
  11. Enable Overlap Channel then set it to World Static
  12. Open the PA_Mannequin asset
  13. In the Skeleton Tree select the following:
    • thigh_l
    • calf_l
    • foot_l
    • thigh_r
    • calf_r
    • foot_r
  14. In the Details panel change Physics Type to Simulated
  15. Save Pa_Mannequin then compile and save ABP_Mannequin
  16. Play in editor
  17. Once the Geometry Collection fractures run into any of the pieces

Expected Results:
The pieces react to Character.

Actual Results:
The Editor crashes with an Unhandled Exception

Callstack
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010
UnrealEditor_Engine!ImmediatePhysics_Chaos::FSimulation::CreateActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\ImmediatePhysics\ImmediatePhysicsChaos\ImmediatePhysicsSimulation_Chaos.cpp:460]
UnrealEditor_AnimGraphRuntime!FAnimNode_RigidBody::CollectWorldObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_RigidBody.cpp:1644]
UnrealEditor_AnimGraphRuntime!FAnimNode_RigidBody::PreUpdate() [D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_RigidBody.cpp:1474]
UnrealEditor_Engine!FAnimInstanceProxy::PreUpdate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:537]
UnrealEditor_Engine!UAnimInstance::PreUpdateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:643]
UnrealEditor_Engine!UAnimInstance::UpdateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:568]
UnrealEditor_Engine!USkeletalMeshComponent::TickAnimInstances() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1348]
UnrealEditor_Engine!USkeletalMeshComponent::TickAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1307]
UnrealEditor_Engine!USkeletalMeshComponent::TickPose() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1491]
UnrealEditor_Engine!USkinnedMeshComponent::TickComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:1372]
UnrealEditor_Engine!USkeletalMeshComponent::TickComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1596]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTickHelper<`FActorComponentTickFunction::ExecuteTick'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:4490]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1088]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:278]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2125]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:556]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1583]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:771]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1515]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1924]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:531]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5825]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Unresolved
ComponentUE - Simulation - Physics - Character
Affects Versions5.3
Target Fix5.6
CreatedSep 25, 2023
UpdatedNov 1, 2024
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