[Closed] 4.7 destructable activation crashes
Hi there, I've been experiencing this issue various destructables. Essentially I am checking a condition and applying "simulate physics" when the condition is met. This works fine however I;ve found that if the simulate physics is called after another instance of the physics has been called "example a projectile hits the destructable causeing it to destruct after that occurs my blueprint runs and if the condition is met the simulate physics node is called.
I believe the fact that its trying to simulate physics a "second" time might be the reason the engine is crashing. Is there a simple way to check that state through a branch and only apply if the "simulate physics" if the destructable is in tack and not damaged. Its also noteworthy that I am running the bp login in the level bp incase that matters.
Here is the crash incase it has nothing to do with my hypothesis. Thanks Access violation - code c0000005 (first/second chance not available)
UE4Editor_Engine + 14128920 bytes UE4Editor_Engine + 14284214 bytes UE4Editor_Engine + 14283802 bytes UE4Editor_Engine + 797821 bytes UE4Editor_CoreUObject + 570740 bytes UE4Editor_CoreUObject + 1353417 bytes UE4Editor_CoreUObject + 1477821 bytes UE4Editor_CoreUObject + 1483596 bytes UE4Editor_CoreUObject + 1354844 bytes UE4Editor_CoreUObject + 1627204 bytes UE4Editor_CoreUObject + 1483596 bytes UE4Editor_CoreUObject + 1354844 bytes UE4Editor_CoreUObject + 1627204 bytes UE4Editor_CoreUObject + 1483596 bytes UE4Editor_CoreUObject + 1354844 bytes UE4Editor_CoreUObject + 1627204 bytes UE4Editor_CoreUObject + 1483596 bytes UE4Editor_CoreUObject + 570740 bytes UE4Editor_CoreUObject + 1481403 bytes UE4Editor_Engine + 1552211 bytes UE4Editor_Engine + 924152 bytes UE4Editor_Engine + 1363656 bytes UE4Editor_Engine + 1242943 bytes UE4Editor_Engine + 6452170 bytes UE4Editor_Engine + 6835404 bytes UE4Editor_Engine + 6751558 bytes UE4Editor_Engine + 2108048 bytes UE4Editor_Engine + 2212862 bytes UE4Editor_Engine + 1215411 bytes UE4Editor_Engine + 1361353 bytes UE4Editor_Engine + 8918310 bytes UE4Editor_Engine + 8966765 bytes UE4Editor_Core + 729370 bytes UE4Editor_Core + 729837 bytes UE4Editor_Core + 859509 bytes UE4Editor_Engine + 9204373 bytes UE4Editor_Engine + 9112272 bytes UE4Editor_Engine + 9122650 bytes UE4Editor_Engine + 5679126 bytes UE4Editor_Engine + 5705355 bytes UE4Editor_UnrealEd + 1839948 bytes UE4Editor_UnrealEd + 6724134 bytes UE4Editor!FEngineLoop::Tick() + 4084 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2240] UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:131] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Thanks in advance.
asked Feb 08 '15 at 04:18 AM in Blueprint Scripting
The question has been closed Feb 08 '15 at 05:10 AM by Tim Hobson for the following reason:
answered Feb 08 '15 at 05:10 AM
Tim Hobson ♦♦ STAFF
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