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Binding an event to onConstraintBroken crashes the editor on exit.

Hi there,

Right now, no matter how I setup my project, if I bind an event to onConstraintBroken for a generated physics constraint, the editor crashes on exit. The project simulates and plays correctly, and the bound event fires correctly, but as soon as I hit escape, the editor crashes. I've uploaded all of the crashes I've hit today, but I figured I would spin up a thread here to try and cast a wide net. I can provide any additional materials or try out any more test cases if need be, but this is kind of blocking me from moving forward with my project at the moment.

Thanks! Brian

Product Version: UE 4.9
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asked Nov 01 '15 at 10:44 PM in Bug Reports

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avatar image TJ V ♦♦ STAFF Nov 02 '15 at 04:46 PM

Hi Brian,

Could you include the Epic ID or Machine ID from the Crash Report Callstack?

Also, please include a screenshot of your setup so I can make sure I'm testing this correctly.

avatar image B_May Nov 02 '15 at 05:12 PM

Here is a quick screenshot of my blueprint setup. The ResetSetup macro flips a number of variables back to their initial default, plus breaks the generated constraint and destroys the constraint component.

OnConstraintBroken bound event

Here is the callstack header:

MachineId:628AF7D64D7F93D465ED128FF2AB8B6E EpicAccountId:1ad63e6dd16847588d42c165681f914f

avatar image TJ V ♦♦ STAFF Nov 03 '15 at 09:02 PM

I'm still having issues getting this to reproduce. Could you try reproducing this in a fresh project and if you can, post it here for me to test internally?

avatar image B_May Nov 03 '15 at 09:05 PM

Thanks for getting back to me, I can even share the project where it's repro'ing right now if you want? It's just a small testbed for some features I'm working on.

Where can I put them to get these projects to you easily?

avatar image TJ V ♦♦ STAFF Nov 04 '15 at 06:15 PM

If they are smaller than 5 MB (probably not) you could upload them here. Or upload them to a site like Googledrive or Dropbox and then post the link here.

If you don't want to post it here, feel free to private message me the link over the Forums.

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Hi Brian,

I haven't found the 'exact' cause, but I think you can fix it by removing the Break Constraint node from the Macro. It looks like this is a second break constraint because the blueprint still works correctly with it disconnected.

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I'm still investigating to try to find out exactly why the editor is crashing. I'll post back when I have more news.

Let me know if the above alteration works for you.

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answered Nov 05 '15 at 09:22 PM

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avatar image B_May Nov 06 '15 at 05:42 AM

Thanks for looking into this, I can confirm that not breaking the constraint twice is able to get around the issue. Super weird that it's crashing on exit though. Thanks TJ!

avatar image TJ V ♦♦ STAFF Nov 06 '15 at 02:55 PM

I attempted to reproduce the crash in a more simplistic way while still breaking the constraint twice, however I can't get the crash to occur. It must be some combination of what you are doing.

The main thing is that it's now working properly for you. If you start experiencing the crash with the exact same callstack again, please post back here to let us know.

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