PhysX crash in UE4.15.1

hello,

we recently decided to upgrade our source code from UE4.13 to UE4.15.1 and we are getting this crash now 100% when attempting to play the game

 	PhysX3CHECKED_x64.dll!physx::Bp::boxPruning(physx::Bp::`anonymous-namespace'::MBP_PairManager & pairs, const physx::Bp::SIMD_AABB * bounds0, const physx::Bp::SIMD_AABB * bounds1, const unsigned int * groups, unsigned int size0, unsigned int size1, const unsigned int * aggIndices0, const unsigned int * aggIndices1) Line 782	C++
 	PhysX3CHECKED_x64.dll!physx::Bp::PersistentAggregateAggregatePair::findOverlaps(physx::Bp::`anonymous-namespace'::MBP_PairManager & pairs, const physx::PxBounds3 * __formal, const float * __formal, const unsigned int * groups) Line 1132	C++
 	PhysX3CHECKED_x64.dll!physx::Bp::SimpleAABBManager::updatePairs(physx::Bp::PersistentPairs & p) Line 2287	C++
 	PhysX3CHECKED_x64.dll!physx::Bp::SimpleAABBManager::postBroadPhase(physx::PxBaseTask * __formal) Line 2469	C++
 	PhysX3CHECKED_x64.dll!physx::Cm::Task::run() Line 59	C++
>	UE4Editor-Engine-Win64-Debug.dll!FPhysXTask<0>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 204	C++
 	UE4Editor-Engine-Win64-Debug.dll!TGraphTask<FPhysXTask<0> >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 884	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskThreadAnyThread::ProcessTasks() Line 1277	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 1171	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskThreadBase::Run() Line 643	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 74	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 25	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc(void * pThis) Line 78	C++

We are using world composition and only some of the sublevels are populated with anything else than landscapes for now.

If I play from the levels that have no additional meshes then the game plays fine until I reach the area where there is meshes. I have been trying to narrow down which meshes cause the isue but no luck so far. I will keep trying but there is quite a lot to go through and in version 4.13.1 it wasnt crashing. I know the physX libs have been updated since which is probably what causes this to happen.

I will report if I find out any more info, in the meantime if anyone knows or has tips how to narrow this down further please let me know.

Turns out it was the foliage actor that was causing the game to crash after migrating from UE4.13.1 to UE4.15.1

I removed all of them and we need to redo our foliage layers.

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