Physics Handle Crash

I can’t believe it, I’ve had 3 weeks working on this issue, and no one did help me on the AnswerHub and the forums, so im just thinking this is just a bug.

What Im trying to do, is to translate the content example blueprint to grab objects like skyrim or amnesia. But whenever I call a function or modify a variable of the class UPhysicsHandle, the editor crashes.

Here’s the .h

 FCollisionQueryParams TraceParams;
     UPhysicsHandleComponent* PhysicsHandle;
     UPrimitiveComponent* PhysicsObject;

Now the .cpp, the function constructor:

 void ACharacter::GrabObject()
 {    
     FHitResult GC_OutHit(ForceInit);
     APlayerCameraManager* GPCM = UGameplayStatics::GetPlayerCameraManager(this, 0);
     TraceParams.bTraceComplex = true;
     TraceParams.AddIgnoredComponent(GetCapsuleComponent());
     if (GetWorld()->LineTraceSingle(GC_OutHit,
         GPCM->GetCameraLocation(),
         GPCM->GetCameraLocation() + (FVector(500.f) * FVector(GPCM->GetCameraRotation().Vector())),
         ECollisionChannel::ECC_PhysicsBody,
         TraceParams))
     {
         PH_Active = true;
         DrawDebugLine(GetWorld(),
             GPCM->GetCameraLocation(),
             GPCM->GetCameraLocation() + (FVector(500.f) * FVector(GPCM->GetCameraRotation().Vector())),
             FColor::Green,
             true,
             10.f,
             0,
             2.f);
         PhysicsObject = GC_OutHit.GetComponent();
         PhysicsObject->InitializeComponent();
         PhysicsHandle->LinearDamping = 200.f;
         PhysicsHandle->LinearStiffness = 750.f;
         PhysicsHandle->AngularDamping = 500.f;
         PhysicsHandle->AngularStiffness = 1500.f;
         PhysicsHandle->InterpolationSpeed = 50.f;
 
         PhysicsHandle->GrabComponent(PhysicsObject, GC_OutHit.BoneName, GC_OutHit.Location, true);
         PhysicsHandle->SetTargetLocation(GPCM->GetCameraLocation() + (FVector(500.f) * FVector(GPCM->GetCameraRotation().Vector())));
 
     }
     else
         PH_Active = false;
 
 }

The crash always happens on this line:

PhysicsHandle->GrabComponent(PhysicsObject, GC_OutHit.BoneName, GC_OutHit.Location, true);

But when I remove it, the crash starts on the variable modification (Angles, stifness, damping, etc) Visual Studio don’t tell me what exactly is going wrong, neither the log files.

Im running the editor from source cod, Win 8.1, Engine 4.7.3

Seriously yet no one?!!?!

Hi Georgespartan01,

Sorry for the delayed response. I tried to duplicate the crash that you were seeing, and was able to see what I believe is the same crash that you were experiencing. It seemed to be a result of PhysicsHandle not being initialized. When I initialized it in the class constructor, the crash stopped happening. Unfortunately I then started to sporadically run into a different crash, so I still need to do some more investigation on this.

If you are still seeing this crash, could you please post the callstack you are seeing in the crash reporter before submitting the report?

I fixed it here: