The editor will crash when assigning a new collision channel to an already fractured destructible mesh.
Tested in:
4.13 CL-3106830
4.14 Dev-Main CL-3109838
1. Create a Destructible and in it's DM properties fracture it and then enable Impact Damage.
2. Drag the Destructible into the level and set it to Simulate Physics while above the the floor mesh.
3. Open the Level BP and reference the Destructible
4. Recreated the setup from the attached image (LevelBP.png)
5. PIE
6. After the destructible has fractured press assigned Key (F from my image)
Regression: No
Results: The editor will crash.
Expected: The editor should not crash.
MachineId:C6108E33411029AE261D0287D9BE352E
EpicAccountId:7c6293d6bf1940c0bc89e1494c5ba9d7
Access violation - code c0000005 (first/second chance not available)
UE4Editor_Engine!FBodyInstance::GetAllShapes_AssumesLocked() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:395]
UE4Editor_Engine!<lambda_3863e7a5f59b3706dd25e4a58a3e7a8f>::operator()() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:789]
UE4Editor_Engine!FBodyInstance::ExecuteOnPhysicsReadWrite() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3175]
UE4Editor_Engine!FBodyInstance::UpdatePhysicsShapeFilterData() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:919]
UE4Editor_Engine!FBodyInstance::UpdatePhysicsFilterData() [d:\builds\ue4_main\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1073]
UE4Editor_Engine!UPrimitiveComponent::SetCollisionResponseToChannel() [d:\builds\ue4_main\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:952]
UE4Editor_Engine!UPrimitiveComponent::execSetCollisionResponseToChannel() [d:\builds\ue4_main\engine\source\runtime\engine\classes\components\primitivecomponent.h:108]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2137]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:923]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:822]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:923]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\builds\ue4_main\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1306]
UE4Editor_Engine!AActor::ProcessEvent() [d:\builds\ue4_main\engine\source\runtime\engine\private\actor.cpp:652]
UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\builds\ue4_main\engine\source\runtime\engine\classes\components\inputcomponent.h:105]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\builds\ue4_main\engine\source\runtime\engine\classes\components\inputcomponent.h:201]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\builds\ue4_main\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1232]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:2348]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:3899]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:2011]
UE4Editor_Engine!APlayerController::TickActor() [d:\builds\ue4_main\engine\source\runtime\engine\private\playercontroller.cpp:3977]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\builds\ue4_main\engine\source\runtime\engine\private\actor.cpp:112]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\builds\ue4_main\engine\source\runtime\engine\private\ticktaskmanager.cpp:251]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\builds\ue4_main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\builds\ue4_main\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\builds\ue4_main\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\builds\ue4_main\engine\source\runtime\core\private\async\taskgraph.cpp:1776]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\builds\ue4_main\engine\source\runtime\engine\private\ticktaskmanager.cpp:520]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\builds\ue4_main\engine\source\runtime\engine\private\ticktaskmanager.cpp:1426]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\builds\ue4_main\engine\source\runtime\engine\private\leveltick.cpp:715]
UE4Editor_Engine!UWorld::Tick() [d:\builds\ue4_main\engine\source\runtime\engine\private\leveltick.cpp:1284]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\ue4_main\engine\source\editor\unrealed\private\editorengine.cpp:1409]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\ue4_main\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\builds\ue4_main\engine\source\runtime\launch\private\launchengineloop.cpp:2842]
UE4Editor!GuardedMain() [d:\builds\ue4_main\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\builds\ue4_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\builds\ue4_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics - Destruction |
---|---|
Affects Versions | 4.12, 4.13, 4.14 |
Target Fix | 4.14 |
Fix Commit | 3126635 |
---|---|
Main Commit | 3136620 |
Created | Sep 6, 2016 |
---|---|
Resolved | Sep 15, 2016 |
Updated | Apr 27, 2018 |