Description

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]
```

Steps to Reproduce

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.

Callstack

```
>[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
```

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Unresolved
CreatedMay 14, 2025
UpdatedMay 26, 2025
View Jira Issue