The editor is crashing in the attached project on PIE when World Origin Rebasing is enabled. According to the user, this did not occur in 4.13, but I was unable to test any further back than 4.15, as I was unable to reproduce the issue locally without using the user's supplied project.
This has also been reproduced in 4.17 Dev-Framework CL# 3397002
Result: Editor crashes
Access violation - code c0000005 (first/second chance not available) PhysX3PROFILE_x64!physx::Bp::PersistentSelfCollisionPairs::findOverlaps() [d:\build\++ue4+release-4.15+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\lowlevelaabb\src\bpsimpleaabbmanager.cpp:1205] PhysX3PROFILE_x64!physx::Bp::SimpleAABBManager::updatePairs() [d:\build\++ue4+release-4.15+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\lowlevelaabb\src\bpsimpleaabbmanager.cpp:2287] PhysX3PROFILE_x64!physx::Bp::SimpleAABBManager::postBroadPhase() [d:\build\++ue4+release-4.15+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\lowlevelaabb\src\bpsimpleaabbmanager.cpp:2458] PhysX3PROFILE_x64!physx::Cm::Task::run() [d:\build\++ue4+release-4.15+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\common\src\cmtask.h:59] UE4Editor_Engine!TGraphTask<FPhysXTask<0> >::ExecuteTask() [d:\unrealengine-4.15.1-release\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [d:\unrealengine-4.15.1-release\engine\source\runtime\core\private\async\taskgraph.cpp:1277] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\unrealengine-4.15.1-release\engine\source\runtime\core\private\async\taskgraph.cpp:1171] UE4Editor_Core!FTaskThreadBase::Run() [d:\unrealengine-4.15.1-release\engine\source\runtime\core\private\async\taskgraph.cpp:643] UE4Editor_Core!FRunnableThreadWin::Run() [d:\unrealengine-4.15.1-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
I can't open my map from the editor.
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Simulation - Physics |
---|---|
Affects Versions | 4.15, 4.17 |
Target Fix | 4.16 |
Created | Apr 18, 2017 |
---|---|
Resolved | May 3, 2017 |
Updated | May 5, 2017 |