Game Crashes When Spawning Actor (called without matching call to PxScene)

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My packaged project currently crashes every time I attempt an input involving the “Spawn Actor” blueprint node, saying the “CrashReportClient has stopped working.” I don’t understand why this is happening, especially because the blueprint isn’t that complicated: when I press a button, it randomly selects a target point using a Multigate and spawns an actor there, an actor made up of a simple sprite and the TranslucentUnlitSpriteMaterial. Any advice on reprogramming/repackaging would be greatly appreciated.

Attached is the project’s runtime log. The crash portion reads as follows:

“[2015.07.09-17.50.35:738][869]LogExit: Executing StaticShutdownAfterError
[2015.07.09-17.50.35:742][869]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2977) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2015.07.09-17.50.35:742][869]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2977) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2015.07.09-17.50.35:742][869]LogWindows: FPlatformMisc::RequestExit(1)
[2015.07.09-17.50.35:742][869]Log file closed, 07/09/15 12:50:35”

Alright, after doing more research online, I was able to find an odd fix. In blueprints, I had been deriving the location of the Target Points via the world location of their scene components. Replacing these nodes with “GetActorLocation” resolved the issue, and now the game spawns actors correctly.

This is still a very strange bug, though, and I look forward to seeing it resolved.

I found this solution here (Rudy Triplett’s answer):