Description

The editor will crash when assigning a new collision channel to an already fractured destructible mesh.

Tested in:

4.13 CL-3106830
4.14 Dev-Main CL-3109838

Steps to Reproduce

1. Create a Destructible and in it's DM properties fracture it and then enable Impact Damage.
2. Drag the Destructible into the level and set it to Simulate Physics while above the the floor mesh.
3. Open the Level BP and reference the Destructible
4. Recreated the setup from the attached image (LevelBP.png)
5. PIE
6. After the destructible has fractured press assigned Key (F from my image)

Regression: No

Results: The editor will crash.

Expected: The editor should not crash.

Callstack

MachineId:C6108E33411029AE261D0287D9BE352E
EpicAccountId:7c6293d6bf1940c0bc89e1494c5ba9d7

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

UE4Editor_Engine!FBodyInstance::GetAllShapes_AssumesLocked() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:395]
UE4Editor_Engine!<lambda_3863e7a5f59b3706dd25e4a58a3e7a8f>::operator()() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:789]
UE4Editor_Engine!FBodyInstance::ExecuteOnPhysicsReadWrite() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3175]
UE4Editor_Engine!FBodyInstance::UpdatePhysicsShapeFilterData() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:919]
UE4Editor_Engine!FBodyInstance::UpdatePhysicsFilterData() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1073]
UE4Editor_Engine!UPrimitiveComponent::SetCollisionResponseToChannel() [d:\builds\ue4_main\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:952]
UE4Editor_Engine!UPrimitiveComponent::execSetCollisionResponseToChannel() [d:\builds\ue4_main\engine\source\runtime\engine\classes\components\primitivecomponent.h:108]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2137]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:923]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:822]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:923]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1306]
UE4Editor_Engine!AActor::ProcessEvent() [d:\builds\ue4_main\engine\source\runtime\engine\private\actor.cpp:652]
UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\builds\ue4_main\engine\source\runtime\engine\classes\components\inputcomponent.h:105]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\builds\ue4_main\engine\source\runtime\engine\classes\components\inputcomponent.h:201]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\builds\ue4_main\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1232]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:2348]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:3899]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:2011]
UE4Editor_Engine!APlayerController::TickActor() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:3977]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\builds\ue4_main\engine\source\runtime\engine\private\actor.cpp:112]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\builds\ue4_main\engine\source\runtime\engine\private\ticktaskmanager.cpp:251]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\builds\ue4_main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\builds\ue4_main\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\builds\ue4_main\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\builds\ue4_main\engine\source\runtime\core\private\async\taskgraph.cpp:1776]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\builds\ue4_main\engine\source\runtime\engine\private\ticktaskmanager.cpp:520]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\builds\ue4_main\engine\source\runtime\engine\private\ticktaskmanager.cpp:1426]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\builds\ue4_main\engine\source\runtime\engine\private\leveltick.cpp:715]
UE4Editor_Engine!UWorld::Tick() [d:\builds\ue4_main\engine\source\runtime\engine\private\leveltick.cpp:1284]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\ue4_main\engine\source\editor\unrealed\private\editorengine.cpp:1409]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\ue4_main\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\builds\ue4_main\engine\source\runtime\launch\private\launchengineloop.cpp:2842]
UE4Editor!GuardedMain() [d:\builds\ue4_main\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\builds\ue4_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\builds\ue4_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
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 - Destruction
Affects Versions4.124.134.14
Target Fix4.14
Fix Commit3126635
Main Commit3136620
CreatedSep 6, 2016
ResolvedSep 15, 2016
UpdatedApr 27, 2018
View Jira Issue