Hello,
There’s a crash always appears in some of our players.
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If some player don’t crash, will never crash.
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If some player crashed, will crash a lot soon.
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We use a lot of assets from marketplace in different engine versions, upgraded from 4.14 finally to 4.18.3
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We don’t crash in our studio, even with single core 1.5GHZ 2G RAM.
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We use BP nativization feature.
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We are not able to upgrade engine version, it will need even further debug, have tried, in a success build, will crash more and some rendering errors.
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The dmp file shows:
FightBP_Win64_Shipping!FPhysScene::SyncComponentsToBodies_AssumesLocked+0xd7
FightBP_Win64_Shipping!FPhysScene::EndFrame+0xc6
FightBP_Win64_Shipping!FEndPhysicsTickFunction::ExecuteTick+0x1c4
FightBP_Win64_Shipping!FTickFunctionTask::DoTask+0xd3
FightBP_Win64_Shipping!TGraphTask::ExecuteTask+0x2d
FightBP_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread+0x1ce
FightBP_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit+0x6c
FightBP_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete+0x1d1
FightBP_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup+0x186
FightBP_Win64_Shipping!FTickTaskManager::RunTickGroup+0x17
FightBP_Win64_Shipping!UWorld::Tick+0x762
FightBP_Win64_Shipping!UGameEngine::Tick+0x264
FightBP_Win64_Shipping!FEngineLoop::Tick+0x463
FightBP_Win64_Shipping!GuardedMain+0x2ac
FightBP_Win64_Shipping!GuardedMainWrapper+0x1a
FightBP_Win64_Shipping!WinMain+0xd0
FightBP_Win64_Shipping!__scrt_common_main_seh+0x117
kernel32!BaseThreadInitThunk+0x14ntdll!RtlUserThreadStart+0x21
FAULTING_SOURCE_LINE: d:\unreal\ue418patch\unrealengine-release\engine\source\runtime\engine\private\physicsengine\physscene.cpp
FAULTING_SOURCE_FILE: d:\unreal\ue418patch\unrealengine-release\engine\source\runtime\engine\private\physicsengine\physscene.cpp
FAULTING_SOURCE_LINE_NUMBER: 1274
FAULTING_SOURCE_CODE:
791: * @see FindLast, FindLastByPredicate
792: */
793: int32 Find(const ElementType& Item) const
794: {
795: const ElementType* RESTRICT Start = GetData();
796: for (const ElementType* RESTRICT Data = Start, *RESTRICT DataEnd = Data + ArrayNum; Data != DataEnd; ++Data)
797: {
798: if (*Data == Item)
799: {
800: return static_cast(Data - Start);
SYMBOL_NAME: fightbp_win64_shipping!FPhysScene::SyncComponentsToBodies_AssumesLocked+d7
MODULE_NAME: FightBP_Win64_Shipping
IMAGE_NAME: FightBP-Win64-Shipping.exe
STACK_COMMAND: ~1s ; .ecxr ; kb
FAILURE_BUCKET_ID: SOFTWARE_NX_FAULT_c0000005_FightBP-Win64-Shipping.exe!FPhysScene::SyncComponentsToBodies_AssumesLocked
OS_VERSION: 10.0.18362.1
BUILDLAB_STR: 19h1_release
OSPLATFORM_TYPE: x64
OSNAME: Windows 10
Hope there’s a way to fix it, or someone might know how to avoid from player, please let me know!
Thanks!
-Wu