Hi, I have had some physics crashes, and wasn’t able to correct thoses yet, any help would be much appreciated:
When Launching my game with more than one player, the whole editor crashes instantly with this stack:
Access violation - code c0000005 (first/second chance not available)
""
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
UE4Editor_Engine!GeomOverlapMultiImp_PhysX<0>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\collision\physxcollision.cpp:1564]
UE4Editor_Engine!<lambda_9c9fd22512fc351a24410086e7ddb5fe>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4195]
UE4Editor_Engine!FBodyInstance::ExecuteOnPhysicsReadOnly() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:2870]
UE4Editor_Engine!FBodyInstance::OverlapMulti() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4213]
UE4Editor_Engine!USkeletalMeshComponent::ComponentOverlapMultiImpl() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\skeletalmeshcomponentphysics.cpp:1925]
UE4Editor_Engine!UWorld::ComponentOverlapMulti() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\collision\worldcollision.cpp:449]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2402]
UE4Editor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1224]
UE4Editor_Engine!USkeletalMeshComponent::CompleteParallelAnimationEvaluation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\classes\components\skeletalmeshcomponent.h:1254]
UE4Editor_Engine!FParallelAnimationCompletionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:104]
UE4Editor_Engine!TGraphTask<FParallelAnimationCompletionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:285]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
I tried disabling the collisions on the pawn, adding more player start, but nothing worked, sometime the game still launches but the two player are spawned exactly at the same place, overlapping each other.
I also tried to check my physix collision setup by entering pxvis collision in console while playing alone, but each time I execute this command, the whole editor crash too (after freezing for 20 seconds). This might be an out of memory crash as I see my memory usage spikes up to 100% while the editor is freezing after issuing the command.
No minidump found for this crash.
These crashes might be related to the fact that my 4wheel vehicle isn’t properly setup, (I have a mesh with three wheels, but I can’t make a 3 wheel vehicle → )
Thanks for reading