PhysX Crash During Destructible Mesh Creation
Currently working on a project that involves building a lot of structures from hierarchical instanced static mesh components. We want these buildings to be destructible, so I've attached a component to the player character that, on tick, does an OverlapMultiByObjectType, gathers all the HISMCs in a radius around them, and replaces them with destructible mesh components.
After a certain number of conversions, the engine crashes. The number of conversions required varies based on settings (see below callstack for details).
The engine is crashing with this callstack:
I'm having serious trouble tracking this one down, and it's getting very frustrating. I have discovered two things:
1) Disabling "Form Extended Structures" on the destructible mesh significantly reduces the frequency of crashes (with it enabled, it crashes within the first 5-10 HISMC conversions. With it disabled, it can take from 13000 - 20000 conversions to do it). Note that having "Form Extended Structures" enabled also significantly reduces the project's performance/FPS, so perhaps physics processing time has a connection.
2) Enabling the async scene slightly reduces crash frequency (instead of 5-10 conversions, about 150 - 200).
3) Commenting out the destructible mesh spawning code, but leaving the HISMC removal code in, causes the crash to stop occuring. The other way around, however, does not. So it's connected to the destructible mesh spawning, not the HISMC removal.
I could really use some help on this. I can't have a crash like this lingering around in my project, and it's starting to feel impossible to debug on my own. Spent about 8-10 hours on it so far, fiddling with everything I could think of.
Thanks in advance!
asked Jan 29 '16 at 11:01 PM in Bug Reports
Thanks for the details! This is a known crash that we have reported as UE-22078. It appears to be a PhysX crash when spawning Instanced Static Meshes at runtime. A fix has been created in our internal dev branches but it's not ready to integrate into the main branch quite yet. The developers are still hoping to get it fixed for 4.11. I'll update the post with your notes and let you know if I see any update on it. Thanks again!
answered Jan 31 '16 at 05:39 PM
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