Crash when using simulate physics on destructible mesh in 4.4.0

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?

Hi,

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

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.

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

The problem seems to be my source build. If I remember correctly I didn’t download the new required 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.

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?

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