Announcement

Collapse
No announcement yet.

Crash upon Geometry Collection Spawn (Chaos)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Crash upon Geometry Collection Spawn (Chaos)

    Hello all,

    Hopefully I have posted this in the right forum, please correct me if I haven't. This is regarding the Chaos plugin. I have followed each step for installation even trying TargetBuildEnvironment as Shared and Unique as I've seen people do it differently on Youtube. Editor comes up but I crash once I set a Geometry Collection (simple Cube - default Fracture settings) but when I test play I get this crash report:

    Assertion failed: false [File:C:\Users\hubey\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos/HeightField.h] [Line: 55]

    UE4Editor_Core!AssertFailedImplV() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:100]
    UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:450]
    UE4Editor_Chaos!Chaos::THeightField<float>::PhiWithNormal() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\public\chaos\heightfield.h:55]
    UE4Editor_Chaos!Chaos::Collisions::SampleObjectNormalAverageHelper<float,3>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\private\chaos\collisionresolutionutil.cpp:120]
    UE4Editor_Chaos!Chaos::Collisions::SampleObject<1>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\private\chaos\collisionresolutionutil.cpp:443]
    UE4Editor_Chaos!Chaos::Collisions::UpdateLevelsetLevelsetConstraint<1,float,3>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\private\chaos\collisionresolution.cpp:1831]
    UE4Editor_Chaos!Chaos::Collisions::ConstructLevelsetLevelsetConstraints<float,3>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\private\chaos\collisionresolution.cpp:1868]
    UE4Editor_Chaos!Chaos::Collisions::ConstructConstraintsImpl<float,3>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\private\chaos\collisionresolution.cpp:2218]
    UE4Editor_Chaos!Chaos::Collisions::ConstructConstraints<float,3>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\private\chaos\collisionresolution.cpp:2521]
    UE4Editor_Chaos!Chaos::Collisions::ConstructConstraints<float,3>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\private\chaos\collisionresolution.cpp:2522]
    UE4Editor_Chaos!Chaos::FNarrowPhase::GenerateCollisions() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\public\chaos\collision\narrowphase.h:55]
    UE4Editor_Chaos!Chaos::FSpatialAccelerationBroadPhase::ProduceParticleOverlaps<Chaos::TSpatialAccelerationCollection<Chaos::TAABBTree<Chaos::TAccelerationStructureHandle<float,3>,Chaos::TAABBTreeLeafArray<Chaos::TAccelerationStructureHandle<float,3>,float,1>() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\public\chaos\collision\spatialaccelerationbroadphase.h:244]
    UE4Editor_Chaos!<lambda_a65f3073777776dcf2106d26c3805e12>:perator()() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\experimental\chaos\public\chaos\particleiterator.h:647]
    UE4Editor_Chaos!ParallelForImpl::TParallelForData<TFunctionRef<void __cdecl(int)> >::Process() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\public\async\parallelfor.h:169]
    UE4Editor_Chaos!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void __cdecl(int)> > >::ExecuteTask() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:849]
    UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:1039]
    UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:863]
    UE4Editor_Core!FTaskThreadAnyThread::Run() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:940]
    UE4Editor_Core!FRunnableThreadWin::Run() [c:\users\hubey\documents\github\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:86]

    To add I'm running on a RTX 2070 Super and Ryzen 3700x, I have Editable Mesh, Planar Cut, Geometry and all the Chaos plugins enabled. Thanks in advance.

    #2
    I've come across the same error, I dunno if this is a fix, more of a bypass. I went to UnrealEngine\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos then opened HeightField.h in VS and changed line 55 to true instead of false.

    Click image for larger version

Name:	Annotation 2020-07-01 000416.png
Views:	32
Size:	38.4 KB
ID:	1782922

    Comment

    Working...
    X