Calling Add Angular Impulse on BeginPlay causes the editor to crash.
Workaround:
Adding a short (.01s) delay after BeginPlay prevents the crash.
Regression:
No, crash occurs in 4.11.2 as well.
Result:
Editor will crash immediately after pressing PIE
Expected:
Destructible mesh has impulse applied once when the game starts
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0 EpicAccountId:67b2dfbf573f4ca89257ae6f4e56a46c Access violation - code c0000005 (first/second chance not available) PhysX3PROFILE_x64!physx::Scb::Body::addSpatialVelocity() [d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\buffering\scbbody.h:521] PhysX3PROFILE_x64!physx::NpRigidBodyTemplate<physx::PxRigidDynamic>::addSpatialForce() [d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\nprigidbodytemplate.h:358] PhysX3PROFILE_x64!physx::NpRigidDynamic::addTorque() [d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\nprigiddynamic.cpp:308] UE4Editor_Engine!FPhysXSupport<1>::ExecuteOnPxRigidBodyReadWrite<<lambda_549e9d6e2928fdbd01e64e842129779b> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\public\physxpublic.h:247] UE4Editor_Engine!FBodyInstance::AddAngularImpulse() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3808] UE4Editor_Engine!UPrimitiveComponent::AddAngularImpulse() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:228] UE4Editor_Engine!UPrimitiveComponent::execAddAngularImpulse() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\classes\components\primitivecomponent.h:107] 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::execVirtualFunction() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2166] 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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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.12.4 |
Target Fix | 4.13 |
Created | Jun 29, 2016 |
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Resolved | Jul 28, 2016 |
Updated | Apr 27, 2018 |