Description

Bug generated from crash reporter.

This crash has been found in 4.7.6 and still occurs in 4.8.3 and 4.9.2 to users. One user in particular still, and he experiences it often. I have not been able to reproduce the issue in any engine version so far.

PhysX Crash
https://answers.unrealengine.com/questions/234437/physx-crash.html

In the original report I had the users project, which I attempted to upgrade to 4.9.2 and test, but was unable to reproduce the crash. The only information I have about the context of what the user is attempting to do, is spawn instanced static meshes.

I am not sure how that relates to PhysX, so I am really at a loss for a some repro steps. I can continue to inquire about some steps to get this to occur on our end, but I am not banking on the users input.

Steps to Reproduce

(Original Steps to Reproduce in Engine Version 4.8)
1. Open the test project and press play (you will need to wait a minute for it to respond on initial PIE)
2. Once in play mode, press the G key.
3. Click and hold the left mouse button and drag the mouse across the screen.
4. Crash occurs after a few seconds.

Note I was unable to upgrade this project (open a copy) to test and repro the issue in 4.9 or 4.10

Callstack
APEX_DestructiblePROFILE_x64!<Unknown>
APEX_DestructiblePROFILE_x64!<Unknown>
APEX_DestructiblePROFILE_x64!<Unknown>
APEXFrameworkPROFILE_x64!<Unknown>
UE4Editor_Engine!TGraphTask<FPhysXTask>::ExecuteTask() [taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks() [taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:271]
UE4Editor_Core!FTaskThread::Run() [taskgraph.cpp:562]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:73]

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-22078 in the post.

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Fixed
ComponentPhysics - Destruction
Affects Versions4.74.84.94.10
Target Fix4.11
Fix Commit2855510
Main Commit2857187
Release Commit2855510
CreatedOct 13, 2015
ResolvedFeb 4, 2016
UpdatedApr 27, 2018