Game crashes when player touches bot

I have encountered a very serious issue with my AI; whenever I touch a bot in a certain way the game just crashes (mostly during jumps. I seem to get the crashes most often when the character’s feet touch the bot’s head). Since it’s really hard to explain, I have enclosed the log.

[2016.06.14-07.14.36:037][160]LogWindows:Warning: CreateProc failed (2) ..\..\..\Engine\Binaries/Win64/CrashReportClient.exe  -AppName=UE4-PiratesAdventure -DebugSymbols=..\..\..\Engine\Intermediate\Symbols
[2016.06.14-07.14.36:037][160]LogWindows: Could not start CrashReportClient.exe
[2016.06.14-07.14.36:037][160]LogMemory: Platform Memory Stats for Windows
[2016.06.14-07.14.36:037][160]LogMemory: Process Physical Memory: 1229.67 MB used, 1237.99 MB peak
[2016.06.14-07.14.36:037][160]LogMemory: Process Virtual Memory: 1849.34 MB used, 2014.15 MB peak
[2016.06.14-07.14.36:037][160]LogMemory: Physical Memory: 9659.37 MB used, 24402.84 MB total
[2016.06.14-07.14.36:037][160]LogMemory: Virtual Memory: 2731.92 MB used, 134217728.00 MB total
[2016.06.14-07.14.38:797][160]LogCrashTracker: 


[2016.06.14-07.14.39:441][160]LogCrashTracker: 


[2016.06.14-07.14.39:441][160]LogWindows:Error: === Critical error: ===
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000006a8

UE4Editor-PiratesAdventure.dll
UE4Editor-PiratesAdventure.dll
UE4Editor-PiratesAdventure.dll
UE4Editor-Engine.dll!AActor::TickActor() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\engine\private\actor.cpp:787]
UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\engine\private\actor.cpp:110]
UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:228]
UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\core\private\async\taskgraph.cpp:779]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\core\private\async\taskgraph.cpp:526]
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\core\private\async\taskgraph.cpp:1534]
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:486]
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:1373]
UE4Editor-Engine.dll!UWorld::RunTickGroup() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\engine\private\leveltick.cpp:702]
UE4Editor-Engine.dll!UWorld::Tick() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\engine\private\leveltick.cpp:1187]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\editor\unrealed\private\editorengine.cpp:1356]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor.exe!FEngineLoop::Tick() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2643]
UE4Editor.exe!GuardedMain() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [i:\game development\unreal4\source\unrealengine 4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255]
KERNEL32.DLL
ntdll.dll
ntdll.dll


[2016.06.14-07.14.39:486][160]LogExit: Executing StaticShutdownAfterError
[2016.06.14-07.14.39:490][160]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.06.14-07.14.39:490][160]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.06.14-07.14.39:490][160]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.06.14-07.14.39:491][160]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.06.14-07.14.39:491][160]LogWindows: FPlatformMisc::RequestExit(1)
[2016.06.14-07.14.39:491][160]Log file closed, 06/14/16 16:14:39

Hello,

  • Are you getting a crash reporter window? If so, could you please provide your Machine ID and ensure to hit Send & Close on the report?
  • Can you reproduce this in a clean project?
  • If so, can you provide repro steps?

Actually, it seems I solved the problem. It was never an error with the engine, but with my own code. I have ledge climbing functionality in there and completely forgot to make sure it doesn’t check pawn extended classes for ledges as well. That’s what turned out to cause the crash; my character trying to “ledge climb” the AI.