PhysX Crash

I have a strange crash caused by PhysX. Here is my log file: Dropbox - Crashes - Simplify your life

Trace:

MachineId:DBF44C19424934F989E9489BD6DDD9E0
EpicAccountId:2ead4542cc644b6c910b3d91e12bd8af

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

“”

PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
UE4Editor_Engine!FPhysScene::FDeferredSceneData::FlushDeferredActors() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1424]
UE4Editor_Engine!FPhysScene::FlushDeferredActors() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1465]
UE4Editor_Engine!FPhysScene::StartFrame() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physscene.cpp:915]
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]

I’ve updated my project to 4.9.1 and deleted intermediate folder. At first, it seemed like the issue has been solved. But problem is back again. But trace logs are a little bit different. Seems like it’s a physx issue again, I still couldn’t find a solution. Sometimes it crashes, sometimes it doesn’t, nothing’s stable in here.

Traces:

Here is my new logs after 4.9.1

[2015.09.23-09.08.33:046][443]LogWindows: === Critical error: ===
Fatal error!

[2015.09.23-09.08.33:183][443]LogExit: Executing StaticShutdownAfterError
[2015.09.23-09.08.33:189][443]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.

Hello BurakShamansoft,

I have a few questions for you about this crash

  • Have you noticed any particular action that may be causing this? As in, when you compile, when you press play, when you move something in your level, etc.
  • Has this only happened in one particular project or does it happen with any project that you including PhysX in?
  • Was this project converted from a version prior to 4.9 and did the issue occur in those previous versions if so?
  • If this does seem to be happening only in your project, would it be possible for you to upload a copy of it? It can be sent privately if you wish through a private message on the [forums][1].

Hello , thank you for the answer. As I said, it’s not stable and occurs after beginplay. There is no problem with compiling blueprints. Mostly it happens right after beginplay. But sometimes it crashes during gameplay. In the scene there are 12 trigger(instanced from a child class of uboxcomponent). Every processes that happen after beginplay are same for all the time. But sometimes it crashes sometimes not. It is happening for only one project, probably some objects that are physics based cause this situation. But as usage, everything seems proper.

Yes our project is converted from previous versions of ue4. We are using ue4 since 4.1 and update it to newer version all the time. We are facing this issue since 4.8.3. I have already posted 4.8.3 logs in the first post.

There are a lot of different modules and copyright issues with the project, also requires 3 different server apps to work with it. Sharing it will not help to get the problem, also I do not have permission to do it, but if you have time I can open a session from a third party app like teamviewer. Thanks in advance.

Hi BurakShamansoft,

Are you using the source version of the engine with custom code? If so, is any of the code touching any of the physics objects in the level in any way?

Unfortunately your project is the only project that has logged this crash. If we can’t reproduce it in-house, it’s unlikely that we will be able to find a solution.

Hi BurakShamansoft,

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.

Cheers,

TJ

Hello there, I got that crash too in 4.9.2 when I call the event from an level → Open Level Menu the client crashes instantly.

Hi CLBander,

Unless you didn’t submit the crash report, we haven’t had any new reports of this crash since September. You are probably experiencing a similar but different crash. Please create a new report for this in the Bug Report section of AnswerHub.

Make sure to include this additional information:

  • Your full crash Callstack (including your Machine ID or Epic Account ID)

  • Crash Logs & DMP file

  • If possible, repro steps for reproducing the issue in a new project or include a small test project

Thanks,

TJ