Servertravel and physical animation component crash

I have a character blueprint where the character is using the physical animation component to have ragdoll arms.

When I use the console command servertravel /game/Maps/NewWorld on the server, the clients will crash when they have a physical animation component in use.

I have a video demonstrating the problem here:

Also, I have added the crash log to this post.
link text

Hey ,

I’ve attempted to add a physical animation component setup to my networking test project, but it’s not crashing upon Server Travel.

Would you be able to provide a detailed list of steps I can follow so I can reproduce the issue on my end? I’m sure there is a setting or something that I am overlooking in my setup that is preventing me from reproducing the crash.

Thank you

It is this chunk of code in my character blueprint that makes it crash

Unfortunately, after recreating that setup in my project, I’m not seeing a crash when executing Server Travel. Could you please reproduce the issue in a clean project and provide a detailed list of steps as well as the project itself so I can have a look at it on my end?

Thank you

Hello,

I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub thread.

Have a great day

I met the same problem in 4.25. When my client’s windows build connect to the dedicated server’s windows build, client enter a empty level, but willl create a character who has a physical animation component, then game mode execute a servertravel in 3 seconds. The client crashed when it received the server’s travel notify. Fortunately, the debug build print the error log while debuggame can’t print any useful information. It shows in the figure.

When client is traveling, the physical animation component still calls the tick function, and PxRigidDynamic::setKinematicTarget is called in the function, but setKinematicTarget requires a scene, so it crashes.
I tried many ways, which one working well is add one if in the tick function, as the figure shows.

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