Description

Grabbing a Destructible Mesh Child blueprint with a Phsyics Handle crashes the editor during PIE.

NOTE: This issue occurs whether or not simulate physics is active on the destructible mesh component.

Frequency:

2/2

Crashreporter:

[Link Removed]

Regression

(No) issue (does) occur in 4.11.2

Steps to Reproduce
  1. Open Editor (any project)
  2. RMB any static mesh>Create Destructible mesh
  3. Add Destructible Mesh to viewport
  4. In Details Pane, select Add Blueprint button>Name it DMBlueprint
  5. Create new blueprint in content browser of type (actor)
  6. Open New blueprint
  7. Add Spline, Child Actor, and Physics Handle components
  8. Set Child Actor to type (DMBlueprint)
  9. Create function in attached image.
  10. Compile
  11. Place copy of new blueprint into level
  12. Press PIE

Results

Editor crashes

Expected

DMBlueprint child actor component is grabbed by physics handle at specified location.

Callstack

MachineId:409D523543AE785961A2788C698A2F90
EpicAccountId:1558531203f84e81b70959b8a59badef

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!<lambda_fec42083a49fcb9a3a6aca899a3019a6>::operator()() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\physicsengine\physicshandlecomponent.cpp:92]
UE4Editor_Engine!FPhysXSupport<1>::ExecuteOnPxRigidDynamicReadWrite<<lambda_fec42083a49fcb9a3a6aca899a3019a6> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\public\physxpublic.h:311]
UE4Editor_Engine!UPhysicsHandleComponent::GrabComponent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\physicsengine\physicshandlecomponent.cpp:147]
UE4Editor_Engine!UPhysicsHandleComponent::execGrabComponent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\classes\physicsengine\physicshandlecomponent.h:20]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:5077]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:641]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2060]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:866]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:765]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2166]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:866]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:5077]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1245]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\actor.cpp:639]
UE4Editor_Engine!AActor::BeginPlay() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\actor.cpp:2994]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:164]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:623]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:733]
UE4Editor_Engine!AGameMode::StartMatch() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gamemode.cpp:600]
UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\world.cpp:3218]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:293]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3250]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2346]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1103]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1246]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:368]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2775]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

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Fixed
ComponentUE - Simulation - Physics
Affects Versions4.12.3
Target Fix4.12.4
Fix Commit3022651
CreatedJun 20, 2016
ResolvedJun 22, 2016
UpdatedApr 27, 2018