Description

This is a trending crash coming out of the 4.18 release.

User Descriptions

  • Was moving assets that were migrated from another project.

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());
Steps to Reproduce

repro steps currently unknown

Callstack
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]

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Fixed
ComponentUE - Simulation - Physics
Affects Versions4.18
Target Fix4.18.1
Fix Commit3730131
CreatedOct 27, 2017
ResolvedNov 1, 2017
UpdatedApr 27, 2018
Pull Requests
4447 - klorberg