[Crash] Calling Fire Impulse Node

Hi,

I receive an error during this process. I am performing a Line Trace from my character which performs fine. I am taking the Hit Actor and then sending an Apply Damage to it. The actor hit is another Blueprint actor, when I try to run “Explode” and “Destroy” animation I get receive the crash below.

[MachineId:8A6AB1E64C972CA551F1B1B76FEAD043
EpicAccountId:d6106c7a0310414c9957c7f7036328f9

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!AActor::GetComponents<UMovementComponent,TInlineAllocator<24,FDefaultAllocator> >() + 433 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\gameframework\actor.h:2180]
UE4Editor_Engine!URadialForceComponent::FireImpulse() + 924 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\physicsengine\radialforcecomponent.cpp:124]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!AActor::ReceiveAnyDamage() + 97 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\intermediate\build\win64\inc\engine\engine.generated.1.cpp:1053]
UE4Editor_Engine!AActor::TakeDamage() + 2046 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:1715]
UE4Editor_Engine!UGameplayStatics::ApplyDamage() + 172 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameplaystatics.cpp:288]
UE4Editor_Engine!UGameplayStatics::execApplyDamage() + 373 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\kismet\gameplaystatics.h:31]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() + 8096 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1064]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() + 94 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:2367]
UE4Editor_Engine!APlayerController::TickPlayerInput() + 1393 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:3728]
UE4Editor_Engine!APlayerController::PlayerTick() + 75 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:2045]
UE4Editor_Engine!APlayerController::TickActor() + 702 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:3801]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() + 580 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:119]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() + 214 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor_Engine!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() + 445 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() + 511 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() + 367 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() + 432 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() + 1182 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor_Engine!UWorld::RunTickGroup() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor_Engine!UWorld::Tick() + 2971 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1114]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 5618 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618][1]

I have tested my “Explode” and “Destroy” animation successfully when using OnHit with projectiles, it just seems to be a problem with line tracing.

I found the issue. It was the Fire Impulse node causing a problem, I had added “World Static” to the “Object types to affect” array, removing this helped