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Crash when using simulate physics on destructible mesh in 4.4.0


I am trying to create destructible meshes in UE 4.4.0. When I check simulate physics on the placed destructible mesh actor and hit play I get the following error everytime. I am starting from a side scroller template. Please let me know if there's any more information required from me to trace this bug.

Fatal error! Address = 0x20b1fa20 (filename not found) FPhysScene::SyncComponentsToBodies() 0xe8bd39fc + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\engine\private\physicsengine\physscene.cpp:692] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] FPhysScene::EndFrame() 0xe8bb498e + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\engine\private\physicsengine\physscene.cpp:910] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] TBaseUObjectMethodDelegateInstance_NoParams::ExecuteIfSafe() 0xe8bb5d5c + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:532] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] TGraphTask::ExecuteTask() 0xe7fb37e3 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\core\public\async\taskgraphinterfaces.h:658] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] FTaskThread::ProcessTasks() 0xeb566ff2 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\core\private\async\taskgraph.cpp:329] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Core.dll] FTaskThread::ProcessTasksUntilQuit() 0xeb56717d + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\core\private\async\taskgraph.cpp:173] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Core.dll] FTaskGraphImplementation::WaitUntilTasksComplete() 0xeb584875 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\core\private\async\taskgraph.cpp:865] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Core.dll] FTickTaskSequencer::ReleaseTickGroup() 0xe8660c67 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\engine\private\ticktaskmanager.cpp:198] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] FTickTaskManager::RunTickGroup() 0xe86630e7 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\engine\private\ticktaskmanager.cpp:714] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] UWorld::RunTickGroup() 0xe834d606 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\engine\private\leveltick.cpp:691] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] UWorld::Tick() 0xe8354198 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\engine\private\leveltick.cpp:1116] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-Engine.dll] UEditorEngine::Tick() 0xe6e0af86 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\editor\unrealed\private\editor.cpp:1204] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll] UUnrealEdEngine::Tick() 0xe71f69a6 + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\editor\unrealed\private\unrealedengine.cpp:252] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll] FEngineLoop::Tick() 0x3fa8754e + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\launch\private\launchengineloop.cpp:2098] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor.exe] GuardedMain() 0x3fa7cc7c + 0 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\launch\private\launch.cpp:133] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor.exe] GuardedMainWrapper() 0x3fa7ccea + 5 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor.exe] WinMain() 0x3fa88ad9 + 17 bytes [File=c:\User\study\animation\code\unrealengine4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:201] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor.exe] __tmainCRTStartup() 0x3fa89989 + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in C:\User\study\animation\code\UnrealEngine4.2\Engine\Binaries\Win64\UE4Editor.exe] Address = 0x772959ed (filename not found) [in C:\Windows\system32\kernel32.dll] Address = 0x773cc541 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll] Address = 0x773cc541 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll] Best, darkZ

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asked Aug 22 '14 at 06:10 PM in Bug Reports

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avatar image [Epic]Ori Cohen STAFF Aug 22 '14 at 06:13 PM

Thanks for the bug report.

Can you tell me a bit more about the destructible component you're using? Does this happen if you just place a cube that's been fractured?

avatar image darkZ Aug 22 '14 at 06:17 PM

I am using a simple cube shape mesh from the starter content as the base mesh. I build a destructible mesh from it. And then I set its damage parameters and click on fracture mesh to preview the destruction. I then place this in the level, check generate hit events. In the level blueprint I then connect the actor hit event to apply radial damage. Now, when I press play I encounter a crash when I hit the cube with my character.

avatar image darkZ Aug 22 '14 at 06:20 PM

I can show my setup in a google hangout if you have the time and if it helps.

avatar image Adam Davis STAFF Aug 22 '14 at 06:51 PM

Hi darkZ,

Unfortunately I have been unable thus far to reproduce this effect. Have you been able to reproduce this in a clean project with no additional content?

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The problem seems to be my source build. If I remember correctly I didn't download the new required zip files and kept using the old ones. Perhaps I will try a rebuild with correctly downloaded files and see if the problem persists.

This problem goes away with the binary distribution of the engine.

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answered Aug 22 '14 at 06:51 PM

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avatar image [Epic]Ori Cohen STAFF Aug 25 '14 at 03:52 PM

The PhysX libs have changed in 4.4 and so you must get the new binaries. The crash is happening because you're linking against an old binary with a new header so it's probably jumping to some random function inside PhysX

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