Hey everybody, I’m having trouble getting a simple skeletal mesh chain with a joint-based physics simulation to not crash my project.
I’ve narrowed the issue down to the crashes happening more frequently when close to a chaos geometry collection / Simulation after enabling physics on our asset.
Adding in one of our enemies which switches to a geometry collection upon death and explodes, almost instantly causes a crash.
This does not happen with the animation blueprint driving the physics of that asset disabled.
(These elements both work on their own) The image is the ABP for the physics asset.
The supplied error message is from one of those crashes when playing in a simple level with a plane and directional light, crashing almost instantly after loading in the chaos sim enabled mesh.
Thanks in advance
Assertion failed: ActiveConstraints[Cookie.ConstraintIndex] == &Constraint [File:D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\Chaos\Collision\CollisionConstraintAllocator.cpp] [Line: 118]
UnrealEditor_Chaos!Chaos::FParticlePairMidPhase::VisitCollisions<``Chaos::Private::FCollisionConstraintAllocator::RemoveParticle’::2'::<lambda_1>::operator()'::
2’::<lambda_1> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\Collision\CollisionConstraintAllocator.h:636]
UnrealEditor_Chaos!Chaos::Private::FCollisionConstraintAllocator::RemoveParticle() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\Chaos\Collision\CollisionConstraintAllocator.cpp:140]
UnrealEditor_Engine!ImmediatePhysics_Chaos::FSimulation::DestroyActor() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\ImmediatePhysics\ImmediatePhysicsChaos\ImmediatePhysicsSimulation_Chaos.cpp:479]
UnrealEditor_AnimGraphRuntime!FAnimNode_RigidBody::PurgeExpiredWorldObjects() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_RigidBody.cpp:1691]
UnrealEditor_AnimGraphRuntime!FAnimNode_RigidBody::PreUpdate() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_RigidBody.cpp:1471]
UnrealEditor_Engine!FAnimInstanceProxy::PreUpdate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:537]
UnrealEditor_Engine!UAnimInstance::PreUpdateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:643]
UnrealEditor_Engine!UAnimInstance::UpdateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:568]
UnrealEditor_Engine!USkeletalMeshComponent::TickAnimInstances() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1348]
UnrealEditor_Engine!USkeletalMeshComponent::TickAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1307]
UnrealEditor_Engine!USkeletalMeshComponent::TickPose() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1491]
UnrealEditor_Engine!USkinnedMeshComponent::TickComponent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:1372]
UnrealEditor_Engine!USkeletalMeshComponent::TickComponent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1596]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTickHelper<FActorComponentTickFunction::ExecuteTick'::
2’::<lambda_1> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:4490]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1088]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:278]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2125]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:556]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1583]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:771]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1515]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1924]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:531]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5825]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
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