I’m creating asteroids in space that need to float around until I hit it with my ship. I can apply radial and a regular impulse but when I apply an angular impulse, the editor crashes.
Hey lobohotpants-
Can you post a screenshot of how you’re setting up your impulse on the destructible mesh as well as the log file and callstack from the crash?
I’ve tried it setup a couple of different ways. First was in a blueprint actor in my main project and the second in the level blueprint of a test project. Both caused crashes. The setup is really simple. Event Begin Play > Target is the DM actor and apply angular impulse.
[2016.06.29-14.35.48:247][ 46]LogCrashTracker:
[2016.06.29-14.35.48:247][
46]LogWindows:Error: === Critical
error: === Fatal error![2016.06.29-14.35.48:300][ 46]LogExit:
Executing StaticShutdownAfterError
[2016.06.29-14.35.48:302][
46]LogOutputDevice:Warning:Script Stack:
FirstPersonExampleMap_C.ExecuteUbergraph_FirstPersonExampleMap[2016.06.29-14.35.48:304][
46]LogPhysics:Warning: PHYSX:
…..\PhysX\src\NpScene.cpp (2946) 8 :
PxScene::unlockWrite() called without
matching call to PxScene::lockWrite(),
behaviour will be undefined.
[2016.06.29-14.35.48:304][
46]LogPhysics:Warning: PHYSX:
…..\PhysX\src\NpScene.cpp (2946) 8 :
PxScene::unlockWrite() called without
matching call to PxScene::lockWrite(),
behaviour will be undefined.
[2016.06.29-14.35.48:304][
46]LogPhysics:Warning: PHYSX:
…..\PhysX\src\NpScene.cpp (2946) 8 :
PxScene::unlockWrite() called without
matching call to PxScene::lockWrite(),
behaviour will be undefined.
[2016.06.29-14.35.48:305][
46]LogPhysics:Warning: PHYSX:
…..\PhysX\src\NpScene.cpp (2946) 8 :
PxScene::unlockWrite() called without
matching call to PxScene::lockWrite(),
behaviour will be undefined.
[2016.06.29-14.35.48:305][
46]LogPhysics:Warning: PHYSX:
…..\PhysX\src\NpScene.cpp (2946) 8 :
PxScene::unlockWrite() called without
matching call to PxScene::lockWrite(),
behaviour will be undefined.
[2016.06.29-14.35.48:305][
46]LogWindows:
FPlatformMisc::RequestExit(1)
Hey Lobohotpants-
This crash appears to be specific to calling Add Angular Impulse on BeginPlay. As a workaround, this can be prevented by adding any sort of delay (even as short as .01) between the BeginPlay event and the Add Angular Impulse node. I have entered the bug UE-32630 for investigation.
Cheers
That does work. Thanks.