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;
repro steps currently unknown
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()
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-50656 in the post.
0 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.18 |
Target Fix | 4.18 |
Created | Oct 2, 2017 |
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Resolved | Oct 3, 2017 |
Updated | Apr 27, 2018 |