Using the ServerTravel console command to switch to a different level while a physics vehicle is in the current level will trigger an assert.
RESULT:
An assert triggers.
EXPECTED:
The empty level loads.
MachineId:926CC4CD4DE75FA30341E2895D619D6E UserName:TimLincoln Unknown exception - code 00000001 (first/second chance not available) Assertion failed: Vehicle != NULL [File:D:\Main-Builds\UE4\Engine\Source\Runtime\Engine\Private\Vehicles\PhysXVehicleManager.cpp] [Line: 222] KERNELBASE + 37901 bytes UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 285 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:144] UE4Editor_Core!FDebug::AssertFailed() + 1042 bytes [d:\main-builds\ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:224] UE4Editor_Engine!FPhysXVehicleManager::RemoveVehicle() + 71 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\vehicles\physxvehiclemanager.cpp:223] UE4Editor_Engine!UWheeledVehicleMovementComponent::DestroyPhysicsState() + 82 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\vehicles\wheeledvehiclemovementcomponent.cpp:620] UE4Editor_Engine!UActorComponent::ExecuteUnregisterEvents() + 93 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\actorcomponent.cpp:832] UE4Editor_Engine!UActorComponent::UnregisterComponent() + 390 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\actorcomponent.cpp:680] UE4Editor_Engine!AActor::UnregisterAllComponents() + 166 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\actor.cpp:3092] UE4Editor_Engine!ULevel::ClearLevelComponents() + 244 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\level.cpp:655] UE4Editor_Engine!UWorld::ClearWorldComponents() + 129 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\world.cpp:1143] UE4Editor_Engine!UWorld::CleanupWorld() + 516 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\world.cpp:3053] UE4Editor_Engine!FSeamlessTravelHandler::Tick() + 3486 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\world.cpp:4620] UE4Editor_Engine!UEngine::TickWorldTravel() + 65 bytes [d:\main-builds\ue4\engine\source\runtime\engine\private\unrealengine.cpp:8251] UE4Editor_UnrealEd!UEditorEngine::Tick() + 3688 bytes [d:\main-builds\ue4\engine\source\editor\unrealed\private\editor.cpp:1171] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\main-builds\ue4\engine\source\editor\unrealed\private\unrealedengine.cpp:290] UE4Editor!FEngineLoop::Tick() + 4088 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2221] UE4Editor!GuardedMain() + 478 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\launch.cpp:131] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() + 249 bytes [d:\main-builds\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.5.1, 4.7 |
Target Fix | 4.8 |
Fix Commit | 2473099 |
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Created | Nov 25, 2014 |
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Resolved | Mar 9, 2015 |
Updated | Apr 27, 2018 |