# Crash when disabling physics and changing transform of an object

**URL:** <https://forums.unrealengine.com/t/crash-when-disabling-physics-and-changing-transform-of-an-object/306743>\
**Category:** World Creation\
**Tags:** physx, unreal-engine, crash, Physics, CPP, question\
**Created:** [February 12, 2015, 10:40am UTC](https://forums.unrealengine.com/t/crash-when-disabling-physics-and-changing-transform-of-an-object/306743 "2015-02-12T10:40:39Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Hafunui](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hafunui](https://forums.unrealengine.com/u/Hafunui)\
**Post date:** [February 12, 2015, 10:40am UTC](https://forums.unrealengine.com/t/crash-when-disabling-physics-and-changing-transform-of-an-object/306743/1 "2015-02-12T10:40:39Z")

</div>

When I disable the physics on an object and try to move or rotate it, the editor crashes. Disabling physics or transforming works by themselves, but when I do both I crash.

My code looks something like this

```
AActor * HighlightedActor;

void AMyCharacter::OnInteract() {
    HighlightedActor->GetRootPrimitiveComponent()->SetSimulatePhysics(false);
}

void AMyCharacter::Tick(float DeltaSeconds) {
    HighlightedActor->SetActorLocationAndRotation(FVector(...), FRotator(...));
}

```

Visual Studio gives me this message

```
Unhandled exception at 0x000007FEDDF69AF0 (PhysX3PROFILE_x64.dll) in UE4Editor.exe: 0xC0000005: Access violation writing location 0x000000040A553F5C.

```

And then something along the lines of “PhysX3PROFILE\_x64.pdb not loaded”

My log is:

```
Log file open, 02/12/15 02:18:26
LogInit:Display: Running engine for game: BoxFort
LogInit: Version: 4.6.1-2386410+++depot+UE4-Releases+4.6
LogInit: API Version: 2369412
LogInit: Compiled (64-bit): Dec 11 2014 21:31:39
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.6
LogInit: Command line: 
LogInit: Base directory: C:/Program Files/Epic Games/4.6/Engine/Binaries/Win64/
LogInit: Rocket: 1
[2015.02.12-10.18.26:473][0]LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
[2015.02.12-10.18.26:529][0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2015.02.12-10.18.26:558][0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.02.12-10.18.26:569][0]LogInit: Object subsystem initialized
[2015.02.12-10.18.26:571][0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
[2015.02.12-10.18.26:572][0]LogConsoleResponse:Warning: Found in ini file 'C:/Users/Nathan/Documents/Unreal Projects/BoxFort/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2015.02.12-10.18.26:572][0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
[2015.02.12-10.18.26:572][0]LogConsoleResponse:Warning: Found in ini file 'C:/Users/Nathan/Documents/Unreal Projects/BoxFort/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2015.02.12-10.18.26:573][0]LogConsoleManager:Warning: Console variable 'r.MSAA.CompositingSampleCount' wasn't set (Priority ProjectSetting < Scalability)
[2015.02.12-10.18.26:574][0]LogInit: Selected Device Profile: [Windows]
[2015.02.12-10.18.26:574][0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2015.02.12-10.18.26:581][0]LogInit: Computer: NATHAN-PC
[2015.02.12-10.18.26:581][0]LogInit: User: Nathan
[2015.02.12-10.18.26:582][0]LogInit: CPU Page size=4096, Cores=4
[2015.02.12-10.18.26:582][0]LogInit: High frequency timer resolution =2.923085 MHz
[2015.02.12-10.18.26:582][0]LogMemory: Memory total: Physical=15.9GB (16GB approx) Virtual=8192.0GB
[2015.02.12-10.18.26:583][0]LogMemory: Platform Memory Stats for Windows
[2015.02.12-10.18.26:583][0]LogMemory: Process Physical Memory: 47.48 MB used, 47.48 MB peak
[2015.02.12-10.18.26:584][0]LogMemory: Process Virtual Memory: 23.04 MB used, 24.40 MB peak
[2015.02.12-10.18.26:584][0]LogMemory: Physical Memory: 6628.25 MB used, 16301.18 MB total
[2015.02.12-10.18.26:585][0]LogMemory: Virtual Memory: 261.27 MB used, 8388608.00 MB total
[2015.02.12-10.18.26:655][0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 560 Ti (Feature Level 11_0)
[2015.02.12-10.18.26:656][0]LogD3D11RHI: Adapter has 977MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory, 2 output[s]
[2015.02.12-10.18.26:656][0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.02.12-10.18.26:661][0]LogRHI: Texture pool is 684 MB (70% of 977 MB)
[2015.02.12-10.18.26:679][0]LogD3D11RHI: Async texture creation enabled
[2015.02.12-10.18.26:867][0]LogTextLocalizationManager: The requested culture ('en_CA') has no localization data; parent culture's ('en') localization data will be used.
[2015.02.12-10.18.27:010][0]LogContentStreaming: Texture pool size is 0.000000MB
[2015.02.12-10.18.33:281][0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.02.12-10.18.33:800][0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.02.12-10.18.33:869][0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2015.02.12-10.18.33:910][0]LogDerivedDataCache: Loaded boot cache 0.04s 40MB C:/Users/Nathan/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc.
[2015.02.12-10.18.33:911][0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Nathan/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc
[2015.02.12-10.18.33:911][0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/Nathan/Documents/Unreal Projects/BoxFort/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.02.12-10.18.33:912][0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2015.02.12-10.18.33:989][0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp.
[2015.02.12-10.18.34:002][0]LogDerivedDataCache: Using Local data cache path C:/Users/Nathan/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2015.02.12-10.18.34:150][0]LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = 'Weapon' hasn't been found
[2015.02.12-10.18.34:312][0]LogMeshUtilities: No automatic mesh reduction module available
[2015.02.12-10.18.34:313][0]LogMeshUtilities: No automatic mesh merging module available
[2015.02.12-10.18.34:712][0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2015.02.12-10.18.34:793][0]LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf'
[2015.02.12-10.18.35:678][0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2015.02.12-10.18.36:030][0]LogAnimation:Warning: UAnimMontage::PostLoad: The actual sequence length for montage FPP_Fire_Montage does not match the length stored in the asset, please resave the montage asset.
[2015.02.12-10.18.36:031][0]BlueprintLog:Warning: Warning Blueprint Projectile has been migrated and requires re-saving to avoid import errors
[2015.02.12-10.18.36:351][0]SourceControl: Info Source control is disabled
[2015.02.12-10.18.36:352][0]SourceControl: Info Source control is disabled
[2015.02.12-10.18.36:361][0]SourceControl: Info Source control is disabled
[2015.02.12-10.18.36:542][0]LogObj: 27752 objects as part of root set at end of initial load.
[2015.02.12-10.18.36:542][0]LogUObjectAllocator: 6575768 out of 0 bytes used by permanent object pool.
[2015.02.12-10.18.36:607][0]LogEngine: Initializing Engine...
[2015.02.12-10.18.36:772][0]LogInit: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[2015.02.12-10.18.36:784][0]LogInit: FAudioDevice initialized.
[2015.02.12-10.18.36:811][0]LogAIModule: Creating AISystem for world NewWorld
[2015.02.12-10.18.36:834][0]LogDerivedDataCache: Saved boot cache 0.02s 40MB C:/Users/Nathan/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc.
[2015.02.12-10.18.36:840][0]LogInit: Texture streaming: Enabled
[2015.02.12-10.18.36:879][0]LogAnalytics: Creating configured Analytics provider AnalyticsET
[2015.02.12-10.18.36:879][0]LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.6.1-2386410+++depot+UE4-Releases+4.6
[2015.02.12-10.18.36:882][0]LogAnalytics: SetUserId 8759692ed7164acc1ca7d5935c1464cc
[2015.02.12-10.18.36:882][0]LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
[2015.02.12-10.18.36:898][0]LogInit: Transaction tracking system initialized
[2015.02.12-10.18.37:035][0]BlueprintLog: New page: Editor Load
[2015.02.12-10.18.37:075][0]LogAssetRegistry: FAssetRegistry took 0.0108 seconds to start up
[2015.02.12-10.18.37:076][0]LogDirectoryWatcher:Warning: Failed to begin reading directory changes for ../../../Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
[2015.02.12-10.18.37:619][0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.02.12-10.18.37:989][0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.02.12-10.18.38:249][0]LogConsoleResponse:Display: 
[2015.02.12-10.18.38:298][0]LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions03/Procedurals/ComputeFilterWidth.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.02.12-10.18.38:533][0]SourceControl: Inf
```

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_2b03d27c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2b03d27c](https://forums.unrealengine.com/u/anonymous_user_2b03d27c)\
**Post date:** [February 19, 2015, 8:23pm UTC](https://forums.unrealengine.com/t/crash-when-disabling-physics-and-changing-transform-of-an-object/306743/2 "2015-02-19T20:23:25Z")

</div>

Hey Hafunui-

I was able to reproduce the crash and have submitted it as a bug to our internal tracking database (UE-10142). For now the simplest solution would be to set one in code and then set the other through the editor.

Cheers
