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Physx Crashes in Packaged Build on Actor spawn

I have this nonsense in my crash reporter window

LoginId:013658bf4d8c92577e5f5b988a2350a8 EpicAccountId:35ac59cafce64f8ea6365bbaf76530a4

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

PhysX3_x64!physx::Sq::AABBPruner::updateObjectsAndInflateBounds() [d:\build++ue4+release-4.16+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqaabbpruner.cpp:168] PhysX3_x64!physx::Sq::DynamicBoundsSync::sync() [d:\build++ue4+release-4.16+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:497] PhysX3_x64!physx::Sc::Scene::syncSceneQueryBounds() [d:\build++ue4+release-4.16+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\simulationcontroller\src\scscene.cpp:3633] PhysX3_x64!physx::NpScene::fetchResultsPostContactCallbacks() [d:\build++ue4+release-4.16+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscene.cpp:2234] PhysX3_x64!physx::NpScene::fetchResults() [d:\build++ue4+release-4.16+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscene.cpp:2312] APEXFramework_x64!nvidia::apex::ApexScene::fetchResults() [d:\build++ue4+release-4.16+physx_compile\sync\engine\source\thirdparty\physx\apex_1.4\framework\src\apexscene.cpp:1377] NordicWarriors_Win64_Shipping!FPhysScene::ProcessPhysScene()

I assume that it happens on an Actor spawn - but I am not sure.... May anyone shed some light why it happens ? and how to work this round ?

It seems like this thing is happening when the spawned actor is overlapping/colliding with in scene Actor which is set to Collision Enabled and generates Overlap events.

Scenario Expand: When my Character is dying I am setting it's location to unseen location - and Disabling physics on its components Then I am spawning it's dead body (that simulates physics) Assumption when setting location and disabling physics in the same frame -> could potentionally lead to a physx crash ????

Setting time to disable physx or transform on the next thread did not resolve the issue!

Edit: The only workaround I found so far is to completely disable the Async Scene in the project settings!!!!

Epic please - do you have some better workaround without disabling the Async scene ? or.. actually.. I bet I will just let it be disabled - seems like it brings nothing then bad things :(

Well at-least you used SSE instructions for this -> good job :-)!

Product Version: UE 4.16
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asked Dec 14 '17 at 11:52 PM in Bug Reports

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