Bug generated from crash reporter.
This crash has been found in 4.7.6 and still occurs in 4.8.3 and 4.9.2 to users. One user in particular still, and he experiences it often. I have not been able to reproduce the issue in any engine version so far.
PhysX Crash
https://answers.unrealengine.com/questions/234437/physx-crash.html
In the original report I had the users project, which I attempted to upgrade to 4.9.2 and test, but was unable to reproduce the crash. The only information I have about the context of what the user is attempting to do, is spawn instanced static meshes.
I am not sure how that relates to PhysX, so I am really at a loss for a some repro steps. I can continue to inquire about some steps to get this to occur on our end, but I am not banking on the users input.
(Original Steps to Reproduce in Engine Version 4.8)
1. Open the test project and press play (you will need to wait a minute for it to respond on initial PIE)
2. Once in play mode, press the G key.
3. Click and hold the left mouse button and drag the mouse across the screen.
4. Crash occurs after a few seconds.
Note I was unable to upgrade this project (open a copy) to test and repro the issue in 4.9 or 4.10
APEX_DestructiblePROFILE_x64!<Unknown> APEX_DestructiblePROFILE_x64!<Unknown> APEX_DestructiblePROFILE_x64!<Unknown> APEXFrameworkPROFILE_x64!<Unknown> UE4Editor_Engine!TGraphTask<FPhysXTask>::ExecuteTask() [taskgraphinterfaces.h:671] UE4Editor_Core!FTaskThread::ProcessTasks() [taskgraph.cpp:428] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:271] UE4Editor_Core!FTaskThread::Run() [taskgraph.cpp:562] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:73]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-22078 in the post.