Description

This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18.

Included in the same crashGroup are also a few Ensures with the same callstack as the crash.

Ensure condition failed: !RigidActor->userData || !FPhysxUserData::IsGarbage(RigidActor->userData) [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysScene.cpp] [Line: 1279]

User Descriptions

  • tryed to remove a cube throught destry actor node
  • spawn cube
  • sometimes crash when i destroy a cube with a projectile
  • experimenting spawn actor from class with projectiles, multiple actor spawn each time and it suddenly crash
  • I had just made some edits to a level, including adding materials that were not already present in the level. It gave me a notification saying that the texture streaming pool was over X MB, where X varied from about 0.2-1.5. I decided to test the level, and as one of the enemies retreated (as it was supposed to) the game froze. While it was frozen, I noticed some textures on the HUD were pixelated, and then the game crashed.
  • I crashed in a random moment. I was playing in the Editor to test my game, nothing was happening except me rolling down the streets. Then the engine crashed.
Steps to Reproduce

repro steps currently unknown

Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!FPhysScene::SyncComponentsToBodies_AssumesLocked() [physscene.cpp:1271]
UE4Editor_Engine!FPhysScene::EndFrame() [physscene.cpp:1596]
UE4Editor_Engine!FEndPhysicsTickFunction::ExecuteTick() [physlevel.cpp:209]
UE4Editor_Engine!FTickFunctionTask::DoTask() [ticktaskmanager.cpp:273]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [taskgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [taskgraph.cpp:1330]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [ticktaskmanager.cpp:542]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [ticktaskmanager.cpp:1454]
UE4Editor_Engine!UWorld::RunTickGroup() [leveltick.cpp:760]
UE4Editor_Engine!UWorld::Tick() [leveltick.cpp:1426]
UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1659]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:396]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3296]
UE4Editor!GuardedMain() [launch.cpp:166]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134]
UE4Editor!WinMain() [launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:253]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentUE - Simulation - Physics
Affects Versions4.18
Target Fix4.19
Fix Commit3783974
Main Commit3806814
Release Commit3813083
CreatedDec 1, 2017
ResolvedDec 1, 2017
UpdatedApr 27, 2018