Description

If a Box Collision component is set to simulate physics, calling "Set Box Extent" causes the editor to crash.

Workaround:
Setting Collision Enabled for the box component to "Physics Only" or "Query and Physics" prevents the crash from occurring

Regression:
Yes - crash does not occur in 4.14.3 (CL 3249277)

Steps to Reproduce
  1. Open UE4 Editor (any project)
  2. Create blueprint based on actor
  3. Add Box Collision component and Static Mesh Component
  4. In Event Graph, add SetBoxExtent node and wire into Begin Play
  5. Add instance of blueprint to the level
  6. PIE

Result:
Editor crashes when Set Box Extent is called

Expected:
No crash occurs when updating box extents at runtime

Callstack
LoginId:7156c35640f86204e61b8383f45dee17
EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c

Assertion failed: PShapes.Num() == 1 [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\ShapeComponent.cpp] [Line: 135] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!UShapeComponent::CreateShapeBodySetupIfNeeded<FKBoxElem>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\shapecomponent.cpp:135]
UE4Editor_Engine!UBoxComponent::UpdateBodySetup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\boxcomponent.cpp:98]
UE4Editor_Engine!UBoxComponent::SetBoxExtent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\boxcomponent.cpp:31]
UE4Editor_Engine!UBoxComponent::execSetBoxExtent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\components\boxcomponent.h:19]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:721]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2149]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1318]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:678]
UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:108]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:204]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1243]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2376]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4051]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2039]
UE4Editor_Engine!APlayerController::TickActor() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4133]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:125]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:269]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1798]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:538]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1450]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:758]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1373]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1630]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

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Fixed
ComponentPhysics
Affects Versions4.15.24.16
Target Fix4.16
Fix Commit3452059
Release Commit3452059
CreatedMay 12, 2017
ResolvedMay 22, 2017
UpdatedJun 5, 2017