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 logic for the simulate physics 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.

Hi Tenacity,

I’m not able to reproduce this in a simple setup I’ve got. Would you mind sharing exactly how you’ve set this up to get the crash and/or a simple project that reproduces the crash would be helpful as well.

Thanks!

Tim

Hi Tim, Oddly enough when i upgraded to 4.7.0 Preview 5 the error went away. Just tested it robustly since updating. Thanks for looking into this. Your support rocks! :smiley:

I’m glad it’s working now. If something changes and it starts acting wonky again feel free to post here and I’ll take a look.

Your support rocks! :smiley:

Thanks! Compliments and cake are always welcome! :smiley: