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Crash on add destructive component

alt textwhen i try to add destructive component i have crash

MachineId:EE53496C4BC152260084508A8A2FD627 EpicAccountId:064d06d57e66465fad3ac137451effa6

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_Engine!FBodyInstance::ExecuteOnPhysicsReadOnly() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:2875] UE4Editor_Engine!UWheeledVehicleMovementComponent::GetForwardSpeed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\vehicles\wheeledvehiclemovementcomponent.cpp:1059] UE4Editor_Engine!UWheeledVehicleMovementComponent::UpdateState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\vehicles\wheeledvehiclemovementcomponent.cpp:830] UE4Editor_Engine!UWheeledVehicleMovementComponent::PreTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\vehicles\wheeledvehiclemovementcomponent.cpp:774] UE4Editor_Engine!FPhysXVehicleManager::PreTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\vehicles\physxvehiclemanager.cpp:305] UE4Editor_Engine!FPhysScene::TickPhysScene() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physscene.cpp:587] UE4Editor_Engine!FPhysScene::StartFrame() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physscene.cpp:917] UE4Editor_Engine!FStartPhysicsTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physlevel.cpp:222] UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:113] UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:753] UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:430] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:273] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:991] UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:192] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:232] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:643] UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:697] UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:1185] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1339] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Product Version: UE 4.8
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asked Jul 26 '15 at 09:00 PM in Bug Reports

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zip
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Hi Zip,

Using your setup above does not create a crash on my end. I've used your setup and plugged that into key press and event begin play and my DM will spawn and destroy without issue each time in 4.8.2.

Looking at the crash report it seems to be something in the vehicle setup and not destructible meshes.

If you have a sample project that can reproduce this or clear repro steps that can reproduce in a fresh project I'm happy to look into this to see if I can get the same on my end.

Thank you!

Tim

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answered Jul 27 '15 at 02:39 PM

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Tim Hobson ♦♦ STAFF
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avatar image zip Jul 27 '15 at 07:11 PM

Hi thx for reply, i can easy give you my project, i use it only for my hobby project and to learn engine, just say where i can upload, also in this project i have bug with disappearing skeletal mesh and animation BP on child vehicle

PS maybe you know better way(in generally) to create effect when vehicle destroying and after that i want to create destructible vehicle body parts mesh in same place

avatar image Tim Hobson ♦♦ STAFF Jul 28 '15 at 12:33 AM

You can upload it to a file sharing service like DropBox or Google Drive and share a link with me on the forums in a private message here: https://forums.unrealengine.com/private.php?do=newpm&u=4894

I do want to preface this ticket that I am only going to be able to spend time looking into the crash issue as this is the more concerning aspect. We do not guarantee direct support for questions or projects that are not custom licensees. If I happen to see anything that would be setup better or differently I can comment on that possibly if I find a workaround or fix in the process of researching the crash.

Once you send me the link to the project, can you post back here along with the steps that will recreate the crash for me.

Thank you!

Tim

avatar image zip Jul 28 '15 at 07:49 AM

Hi, thx for reply, also in this project i have another (third ) strange "magnet bug" so do i need create new BUG report for this "magnet bug" or you can give this project some one else in Epic to see?

third bug -- if i poses my vehicle from top(use vehicle gun gun) i always have magnet bug effect here video of old version of my project with "magnet bug" https://www.youtube.com/watch?v=PsDVvmr-Q4I

avatar image Tim Hobson ♦♦ STAFF Jul 28 '15 at 01:09 PM

It's better to post as separate issues. This way, if there is a legitimate bug here it can be tracked much more easily. This also allows us to assign issues more accordingly to our support team. For instance, I was assigned this originally since it was indicated to be a destructible mesh issue. That's an area I'm more familiar with than others on our team. We all have our specialties in areas that we are more familiar with like, Blueprints, Vehicles, or Character setup, and so on.

It also makes it easier if someone, like yourself, were to search AnswerHub for an issue and comes across the ticket that has been submitted to see how it was resolved or if a bug report is already in for it.

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