Description

This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred.

The callstack is similar to [Link Removed], which was just fixed in 4.18 with CL 3656408. However this specific crash does have some differences, and is still occurring in a later CL.

Source Context

  658       	for(int32 i=0; i<NumVerts; i++)
  659       	{
  660       		CollisionData->Vertices[i] = Model->VertexBuffer.Vertices[i].Position;
  661       		if (bCopyUVs)
  662       		{
  663       			CollisionData->UVs[0][i] = Model->VertexBuffer.Vertices[i].TexCoord;
  664       		}
  665       	}
  666       
  667       	for(int32 ElementIndex = 0;ElementIndex < Elements.Num();ElementIndex++)
  668       	{
  669       		FModelElement& Element = Elements[ElementIndex];
  670       		FRawIndexBuffer16or32* IndexBuffer = Element.IndexBuffer;
  671       
  672 ***** 		const int32 IndexBufferSize = IndexBuffer->Indices.Num();
  673       		if (IndexBufferSize >= 0)
  674       		{
  675       			for (uint32 TriIdx = 0; TriIdx < Element.NumTriangles; TriIdx++)
  676       			{
  677       				FTriIndices Triangle;
  678       
  679       				Triangle.v0 = IndexBuffer->Indices[Element.FirstIndex + (TriIdx * 3) + 0];
  680       				Triangle.v1 = IndexBuffer->Indices[Element.FirstIndex + (TriIdx * 3) + 1];
  681       				Triangle.v2 = IndexBuffer->Indices[Element.FirstIndex + (TriIdx * 3) + 2];
  682       
  683       				if (AreaThreshold >= 0.f)
  684       				{
  685       					const FVector V0 = Model->VertexBuffer.Vertices[Triangle.v0].Position;
  686       					const FVector V1 = Model->VertexBuffer.Vertices[Triangle.v1].Position;
  687       					const FVector V2 = Model->VertexBuffer.Vertices[Triangle.v2].Position;
Steps to Reproduce

repro steps currently unknown

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

UE4Editor_Engine!UModelComponent::GetPhysicsTriMeshData() [modelcomponent.cpp:673]
UE4Editor_Engine!UBodySetup::GetCookInfo() [bodysetup.cpp:285]
UE4Editor_Engine!FDerivedDataPhysXCooker::Build() [physderiveddata.cpp:93]
UE4Editor_DerivedDataCache!FDerivedDataCache::FBuildAsyncWorker::DoWork() [deriveddatacache.cpp:186]
UE4Editor_DerivedDataCache!FAsyncTask<FDerivedDataCache::FBuildAsyncWorker>::DoWork() [asyncwork.h:264]
UE4Editor_DerivedDataCache!FAsyncTask<FDerivedDataCache::FBuildAsyncWorker>::Start() [asyncwork.h:252]
UE4Editor_DerivedDataCache!FDerivedDataCache::GetSynchronous() [deriveddatacache.cpp:263]
UE4Editor_Engine!UBodySetup::GetCookedData() [bodysetup.cpp:1455]
UE4Editor_Engine!UBodySetup::CreatePhysicsMeshes() [bodysetup.cpp:396]
UE4Editor_Engine!FInitBodiesHelper<1>::CreateShapesAndActors_PhysX() [bodyinstance.cpp:1439]
UE4Editor_Engine!FInitBodiesHelper<1>::InitBodies_PhysX() [bodyinstance.cpp:1669]
UE4Editor_Engine!FBodyInstance::InitBody() [bodyinstance.cpp:1749]
UE4Editor_Engine!UPrimitiveComponent::OnCreatePhysicsState() [primitivecomponent.cpp:626]
UE4Editor_Engine!UActorComponent::CreatePhysicsState() [actorcomponent.cpp:1206]
UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [componentreregistercontext.h:68]
UE4Editor_Engine!UActorComponent::ConsolidatedPostEditChange() [actorcomponent.cpp:653]
UE4Editor_Engine!USceneComponent::PostEditChangeProperty() [scenecomponent.cpp:439]
UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() [primitivecomponent.cpp:792]
UE4Editor_CoreUObject!UObject::PostEditUndo() [obj.cpp:530]
UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:506]
UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:891]
UE4Editor_UnrealEd!UEditorEngine::Exec_Transaction() [editorserver.cpp:5044]
UE4Editor_UnrealEd!UEditorEngine::Exec() [editorserver.cpp:5491]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [unrealedsrv.cpp:672]
UE4Editor_MainFrame!FMainFrameActionCallbacks::ExecuteExecCommand() [mainframeactions.cpp:1002]
UE4Editor_MainFrame!TBaseStaticDelegateInstance<void __cdecl() [delegateinstancesimpl.h:1027]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160]
UE4Editor_MainFrame!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent() [mainframeactions.cpp:212]
UE4Editor_MainFrame!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<FReply() [tuple.h:497]
UE4Editor_MainFrame!TBaseStaticDelegateInstance<FReply __cdecl() [delegateinstancesimpl.h:958]
UE4Editor_Slate!TBaseDelegate<FReply,FKeyEvent const & __ptr64>::Execute() [delegatesignatureimpl.inl:537]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4843]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4742]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1560]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2171]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:888]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [windowsapplication.cpp:725]
user32!UserCallWinProcCheckWow()
user32!DispatchMessageWorker()
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3220]
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()

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-50656 in the post.

0
Login to Vote

Fixed
ComponentUE - Simulation - Physics
Affects Versions4.18
Target Fix4.18
Fix Commit3677306
Release Commit3677306
CreatedOct 2, 2017
ResolvedOct 3, 2017
UpdatedApr 27, 2018
View Jira Issue