Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceData is 0 even though DriveData is 1 or more. Therefore, user can avoid the problem by including the check process of RuntimeInstanceData in this code.
void UPhysicalAnimationComponent::UpdateTargetActors(ETeleportType TeleportType) { ... #if WITH_PHYSX FPhysicsCommand::ExecuteWrite(SkeletalMeshComponent, [&]() { TArray<FTransform> LocalTransforms = SkeletalMeshComponent->GetBoneSpaceTransforms(); for (int32 DataIdx = 0; DataIdx < DriveData.Num(); ++DataIdx) { const FPhysicalAnimationData& PhysAnimData = DriveData[DataIdx]; FPhysicalAnimationInstanceData& InstanceData = RuntimeInstanceData[DataIdx];
As far as I know, this only happens in multiplayer.
There's no existing public thread on this issue, so head over to AnswerHub just mention UE-92443 in the post.