Crash when Chaos Cache is played back through sequencer

Hi,

I am getting a consistent crash when I try to play back a Chaos cache in sequencer. Either in play mode or in static pose mode. (Scrubbing through the timer in the editor seems okay)

When played back from a sequencer, it seems to be playing back at first, but crashes after a few moments or when you exit play mode again.

Many thanks,

Niels

Steps to Reproduce

  • Create a Geometry collection
  • Cache the Geometry collection
  • Add the cache in sequencer either in play mode or in static pose mode
  • Play in editor
  • Crash

For easier repro:

I was testing this with a newly created GC and cache before. But using an existing cache from the contentexamples gives the same result. You can use BarrelB_Cache_001 from the content examples, drop it in a level sequence and play in editor and it will crash as well.

[Image Removed]

Hey [mention removed]​

Thank you for your quick reply.

I’ve looked at your repro project. And I found out where we diverge.

In your example, you are using the chaos cache already placed in the world and binding it to your Level Sequence. I can confirm that this method doesn’t crash.

In my setup however I am adding the chaos cache from the content browser into the sequencer as a spawnable, so it’s not bound to an object in the world.

I retried this within your repro project.

Just dropping the CCC into a new Level sequence, setting the start time, played it back using PIE and it made me crash again.

This definitely used to work in earlier versions without issues. Would you be able to repro this as well?

[Image Removed]

Hope this helps narrow it down.

Many thanks,

Niels

Hello [mention removed]​

Thank you for reaching out.

I’ve been trying to reproduce the crash, but in my repro project, the sequencer was able to control the Chaos Cache Manager just fine.

[Image Removed]

I’ve attached my repro project to this reply.

If possible, could you check where we diverge?

I look forward to hearing from you soon.

All the best,

[mention removed]​

Hello [mention removed]​

Thank you for the added context!

Indeed, swapping CCC for a spawnable did crash the engine for me.

I’ll investigate some more before opening a bug report, and I’ll share the public link once I have it.

Let me know if you are blocked by this issue.

Should I look for a workaround, or are you ok waiting for an official fix in a future release?

I hope to hear from you soon.

All the best,

[mention removed]​

Hey [mention removed]​

Thanks for confirming the crash!

I believe it will be ok to wait for an official fix. Once you’ve created the bug, I’ll forward it to my team so they can track it and possibly cherry pick the fix once it’s in.

Many thanks,

Niels

Hello [mention removed]​

Thank you again for reaching out and reporting this issue.

After further testing, I was able to confirm that the crash was introduced in UE5.7.

It is still present in Perforce /main version, so a fix is not available as of today.

I’ve made a JIRA report to be added to the Unreal issue tracker website (https://issues.unrealengine.com).

Please note that Epic ultimately determines whether the issue will be made publicly accessible, and the process can take a few days; therefore, the tracking link may not be immediately accessible.

Once available, you will be able to track the resolution at Unreal Engine Issues and Bug Tracker (UE\-356044)

I’ll close the case, but feel free to reply if you have anything else to add or if you need further assistance.

All the best,

[mention removed]​