This question was created in reference to: [Fatal crash PIE session chaos Mover with [Content removed]
This is the same crash but this time I have a minimum reproducible project, and it was done on the Launcher version of 5.8.1, and there is 0 custom code or asset. It is all done with assets available in the launcher version of the Engine.
UECC-Windows-BE699DD64844C6A30D64B488C98378B2_0000.zip(435 KB)
UECC-Windows-7B0C5A3944D397E5615771AFC5188AE5_0000.zip(433 KB)
UECC-Windows-47DA0D974BEFFE555C053A8097415E82_0000.zip(443 KB)
UECC-Windows-71D0BA39409A2AC4DF46FA8673DBFC9C_0000.zip(460 KB)
UECC-Windows-CD72C9D84F2147983B278093146497A3_0000.zip(447 KB)
Steps to Reproduce
Downloaded the 5.8.1 version from the Epic Launcher with debug symbols.
Launched the attached project, this is a C++ project so I launched it from Rider via the .sln file.
Go in Editor Preference > Level Editor > Play > Multiplayer Options > Run Under One Process = false
The default map is Engine\Plugins\Experimental\MoverExamples\Content\Maps\L_PhysicsSimulatedCharacter.umap which is the map where the issue happens.
Set PIE settings, 2 Players, NetMode Play as Client, and Mode Standalone Game
Start the PIE session and the session crashes once it is done loading. I manage to reproduce it about 80% of times.
Hi,
Thank you for the repro project! I’m now able to observe the crash locally.
This may be due to FPBDRigidsEvolutionBase::TestModeParticleDisabled missing a check to see if the testing CVar is enabled, as adding this does seem to avoid this specific crash’s callstack:
if (!CVars::bChaos_Solver_TestMode_Enabled)
{
return;
}
However, even with this check, I’ve observed it does still crash when FPBDRigidsEvolutionBase::DisableParticle calls FPBDIslandManager::RemoveParticle.
I’ve created a new issue for us to look further into this, UE-392454, which should be visible in the public tracker in a day or so.
Thanks,
Alex