Editor Crash / BSOD on exit play

Hi everyone,

Since about 2 days ago, I’ve had constant editor crashes (most as a Windows Blue Screen Of Death). The issues started on 4.15.1 and continue on the updated 4.15.2 (updated today).

The crash seems to happen every time I create a new level and I EXIT the editor after play (Press ESC).

I reverted back to previous versions of my project (tried 6 different backups going back 3 days ago) and it still crashes when I exit a newly created level.

Here is a video I captured with the crash - notice how I can play my regular level without any issues but as soon as I create a new level, it takes me about 3 tries to crash the editor.

https://www.youtube.com/watch?v=4kEifILhbpo

This jeopardises about 3 months of work if I cant get this solved. I would really appreciate if someone could take a look at the logs and tell me whats causing the issues.

Thank you!

Specs:

Windows 7 64bit
GTX 770
16GB RAM

I am attaching the appropriate files (please find the dmp file inside the file as I cannot attach it directly.

link text
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I installed the Debug signs and got the following error - can someone please help me figure out what this means??

Access violation - code c0000005 (first/second chance not available)

PhysX3PROFILE_x64!physx::Sc::SimulationController::udpateScBodyAndShapeSim() [d:\build++ue4+release-4.15+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\simulationcontroller\src\scsimulationcontroller.cpp:42]
PhysX3PROFILE_x64!physx::Sc::Scene::afterIntegration() [d:\build++ue4+release-4.15+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\simulationcontroller\src\scscene.cpp:3982]
PhysX3PROFILE_x64!physx::Cm::Task::run() [d:\build++ue4+release-4.15+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\common\src\cmtask.h:59]
UE4Editor_Engine!TGraphTask >::ExecuteTask() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1277]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1171]
UE4Editor_Core!FTaskThreadBase::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:643]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

Hello ,

As this seems specific to your project, I’m going to move this out of bug reports for the time being. I’ll be looking into this but I won’t be able to get to it before the weekend. I’ll likely have some sort of response for you on Monday. I can say just from looking at the message that since it is an access violation, a value somewhere that is being referenced is returning Null, which causes the crash. It also seems to be physX related. I’m not sure if this may be helpful to you but it could since you may know what was added that made this start occurring. I’ll get back to you when I have the chance to look into this.

After reading what you mentioned, is this only occurring in this project or in any project that you create? I’ve also looked up your crash reports that you’ve submitted and there seem to be quite a few different callstacks, all being access violations but not all related to Phys X. As you mentioned as well, this doesn’t happen with any of your existing maps, only newly created ones?

Hi Matthew!

After about 3 hours of debugging I seem to have fixed it :). Your explanation about returning null did the trick. I have several custom collision channels and it seemed like I was calling for collision on several channels at the same time.

I was able to solve this by disabling all collision and going through every channel individually. I ended up removing 2 channels and consolidating my collision.

I honestly still dont know why it only happened on a new level (not on any of the pre-existing levels) but honestly Im just happy everything seems stable again :slight_smile:

Thank you so much for looking into this!

I will this post as Answered.

I was using several custom collision channels at the same time and this seemed to cause a null exception on PhysX. I remove 2 of the channels and was able to prevent the crash.