This is a trending crash coming out of the 4.18 release.
User Descriptions
Source Context
451 if(bClearMeshes) 452 { 453 ClearPhysicsMeshes(); 454 } 455 456 bCreatedPhysicsMeshes = true; 457 #endif //WITH_PHYSX 458 } 459 460 void UBodySetup::FinishCreatingPhysicsMeshes(const TArray<PxConvexMesh*>& ConvexMeshes, const TArray<PxConvexMesh*>& ConvexMeshesNegX, const TArray<PxTriangleMesh*>& CookedTriMeshes) 461 { 462 check(IsInGameThread()); 463 ***** ClearPhysicsMeshes(); 464 465 #if WITH_PHYSX 466 if (GetCollisionTraceFlag() != CTF_UseComplexAsSimple) 467 { 468 ensure(!bGenerateNonMirroredCollision || ConvexMeshes.Num() == 0 || ConvexMeshes.Num() == AggGeom.ConvexElems.Num()); 469 ensure(!bGenerateMirroredCollision || ConvexMeshesNegX.Num() == 0 || ConvexMeshesNegX.Num() == AggGeom.ConvexElems.Num());
repro steps currently unknown
Assertion failed: IsInGameThread() [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp] [Line: 463] UE4Editor_Engine!UBodySetup::FinishCreatingPhysicsMeshes() [bodysetup.cpp:464] UE4Editor_Engine!UBodySetup::CreatePhysicsMeshes() [bodysetup.cpp:426] UE4Editor_Engine!UPhysicsAsset::GetCollisionMesh() [physdrawing.cpp:766] UE4Editor_Engine!FSkeletalMeshSceneProxy::DebugDrawPhysicsAsset() [skeletalmesh.cpp:5798] UE4Editor_Engine!FSkeletalMeshSceneProxy::GetMeshElementsConditionallySelectable() [skeletalmesh.cpp:5465] UE4Editor_Engine!FSkeletalMeshSceneProxy::GetDynamicMeshElements() [skeletalmesh.cpp:5373] UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [scenevisibility.cpp:1973] UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [scenevisibility.cpp:2634] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [scenevisibility.cpp:2875] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:579] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2081] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51721 in the post.
1 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.18 |
Target Fix | 4.18.1 |
Fix Commit | 3730131 |
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Created | Oct 27, 2017 |
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Resolved | Nov 1, 2017 |
Updated | Apr 27, 2018 |
4447 - klorberg |