PNewPose.isValid() Crash

Getting PNewPose.isValid() related crash which I believe seem to happens when AI characters (especially when many of them) with animblue print fall into delete height, when streaming level is getting unloaded during playing. I get this crash everytime in the same spot when getting far from one streaming level. If there was AI presence.

I have tried to add valid checks to AI and anim blueprint but havent managed to get rid of the crash. Else all run so great and smooth.

Hey -

Can you post the callstack and log files from your crash? Are you able to reproduce the crash in a new project? If so, can you list the steps that cause the crash or provide the sample project? If not can you zip your current project and post that? If you’re able to upload the project to google drive or Dropbox you can post the download link here or send me a private message on the forums for privacy.

Cheers

I havent got yet the crash with 4.11. There have been freezing and AllEnabledTickFunctions.Remove crashes instead. Almost have got rid of both, the first one is related to tick times if set over 0 and PostUpdateWork is not set. The freezing happened because using pure casting. Not sure if the later was related to this crash. But I let you know if the issue still appear.

Hey -

Have you still had issues with the PNewPose crash? If so can you post the callstack and log files from the crash for additional information? Also let me know if you’re able to reproduce the crash in a new project or if you’re able to supply the current project that is experiencing the crash.

Hi, havent got it yet with 4.11, but instead there was freeze crashing. Got rid of it after returning AI character collision back to default for capsule component and mesh. For player character I can still use the custom settings that caused freeze crashing with AI (except had collision enabled set to query only for mesh, until the actor was made ragdoll). Here is pics of the crashing settings. Luoti is custom collision for bullets and Piilo is very rarely used collission for hidden meshes (AI should never walk through those).

Hi ,

Sorry for the delay on this issue. Are you still experiencing freezing and crashing in these instances? Are you using Blueprints that are derived from a custom code class? If so, would it be possible to get the header and source files for the parent class?

Hi ,

We have not heard back from you for a few days. I will go ahead and mark this post as resolved, but if you need any additional assistance, please feel free to add a comment at any time and re-open the post.

If you are still experiencing freezes, these may be the result of an Ensure in the Engine being hit. An Ensure does not crash the Editor, but it may cause a brief pause in the game or Editor as it generates a callstack within the log.