While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor.
The editor crashes with the following error:
```
Assertion failed: false [Link Removed] [Line: 122]
```
A simple repro project, `SelfPruneIssue`, is attached to this bug report.
1.) Load the `SelfPruneIssue` project.
2.) Create a new Open World map (so we can have a landscape to generate data from).
3.) Add `PCG_ComplexCollisionIssue` graph to the level.
4.) It should crash automatically. If it doesn't, just scale the graph actor to 200, and it will.
Observe: The editor will crash.
Expected: The editor should not crash.
```
>[Inline Frame] UnrealEditor-PCG.dll!Chaos::Utilities::CastHelper(const Chaos::FImplicitObject &) Line 122 C++
UnrealEditor-PCG.dll!PCGSelfPruningElement::CollisionExclusion::__l30::<lambda_3>::operator()(const TArray<FPhysicsShapeReference_Chaos,TSizedInlineAllocator<32,32,TSizedDefaultAllocator<32>>> & ComplexShapes, const UE::Math::TTransform<double> & ComplexShapesTransform, const TArray<FPhysicsShapeReference_Chaos,TSizedInlineAllocator<32,32,TSizedDefaultAllocator<32>>> & SimpleShapes, const UE::Math::TTransform<double> & SimpleShapesTransform) Line 299 C++
UnrealEditor-PCG.dll!PCGSelfPruningElement::CollisionExclusion(PCGSelfPruningElement::FIterationState & IterationState, FPCGContext * InOptionalContext, EPCGCollisionQueryFlag InCollisionQueryFlag) Line 317 C++
UnrealEditor-PCG.dll!PCGSelfPruningElement::ExecuteSlice(PCGSelfPruningElement::FIterationState & InState, const FPCGSelfPruningParameters & InParameters, FPCGContext * InOptionalContext) Line 640 C++
UnrealEditor-PCG.dll!FPCGSelfPruningElement::ExecuteInternal::__l2::<lambda_1>::operator()(TPCGTimeSlicedContext<PCGTimeSlice::FEmptyStruct,PCGSelfPruningElement::FIterationState> * Context, const PCGTimeSlice::FEmptyStruct & __formal, PCGSelfPruningElement::FIterationState & IterState, const unsigned int IterationIndex) Line 803 C++
[Inline Frame] UnrealEditor-PCG.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,bool __cdecl(TPCGTimeSlicedContext<PCGTimeSlice::FEmptyStruct,PCGSelfPruningElement::FIterationState> *,PCGTimeSlice::FEmptyStruct const &,PCGSelfPruningElement::FIterationState &,unsigned int)>::operator()(TPCGTimeSlicedContext<PCGTimeSlice::FEmptyStruct,PCGSelfPruningElement::FIterationState> * <Params_0>, const PCGTimeSlice::FEmptyStruct & <Params_3>, PCGSelfPruningElement::FIterationState &) Line 470 C++
[Inline Frame] UnrealEditor-PCG.dll!TPCGTimeSlicedElementBase<PCGTimeSlice::FEmptyStruct,PCGSelfPruningElement::FIterationState>::ExecuteSlice(TPCGTimeSlicedContext<PCGTimeSlice::FEmptyStruct,PCGSelfPruningElement::FIterationState> *) Line 242 C++
UnrealEditor-PCG.dll!FPCGSelfPruningElement::ExecuteInternal(FPCGContext * Context) Line 801 C++
UnrealEditor-PCG.dll!IPCGElement::Execute(FPCGContext * Context) Line 196 C++
UnrealEditor-PCG.dll!FPCGGraphExecutor::ExecuteV2() Line 1582 C++
UnrealEditor-PCG.dll!FPCGGraphExecutor::Execute() Line 1259 C++
UnrealEditor-PCG.dll!UPCGSubsystem::Tick(float DeltaSeconds) Line 305 C++
UnrealEditor-Engine.dll!FTickableGameObject::TickObjects(UWorld * World, ELevelTick LevelTickType, bool bIsPaused, float DeltaSeconds) Line 196 C++
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1567 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1930 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5877 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 C++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ffc1a2ce8d7() Unknown
ntdll.dll!00007ffc1b7914fc() Unknown
```
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-282213 in the post.
0 |
Component | UE - World Creation - Procedural Tools |
---|---|
Affects Versions | 5.5.4 |
Created | May 14, 2025 |
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Updated | May 26, 2025 |