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]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
An error occurred while trying to generate project files !?
Bullet replication problem. The players sees each other but does not see the bullet
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
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 |
---|---|
Affects Versions | 4.18 |
Target Fix | 4.18.1 |
Fix Commit | 3730131 |
---|
Created | Oct 27, 2017 |
---|---|
Resolved | Nov 1, 2017 |
Updated | Apr 27, 2018 |
4447 - klorberg |