I was under the impression that the crash I’m experiencing was to be fixed in 4.11, but it seems I was wrong. It does not happen if I’m only running the listen server, but the moment it tries to replicate it to a client it crashes:
Exception thrown at 0x000007FECE57ACC8 (PhysX3PROFILE_x64.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000001380.
Unhandled exception thrown: read access violation.
this->mBody.mScene was nullptr.
Any ideas what would cause this?
Callstack:
PhysX3PROFILE_x64.dll!physx::NpRigidDynamic::wakeUp() Line 410 C++
UE4Editor-Engine.dll!FPhysXSupport<1>::ExecuteOnPxRigidDynamicReadWrite<void <lambda>(physx::PxRigidDynamic *) >(const FBodyInstance * BI, const FBodyInstance::WakeInstance::__l2::void <lambda>(physx::PxRigidDynamic *) & Func) Line 311 C++
UE4Editor-Engine.dll!FBodyInstance::WakeInstance() Line 3388 C++
UE4Editor-Engine.dll!UPrimitiveComponent::ApplyRigidBodyState(const FRigidBodyState & NewState, const FRigidBodyErrorCorrection & ErrorCorrection, FVector & OutDeltaPos, FName BoneName) Line 113 C++
UE4Editor-Engine.dll!UPrimitiveComponent::ConditionalApplyRigidBodyState(FRigidBodyState & UpdatedState, const FRigidBodyErrorCorrection & ErrorCorrection, FVector & OutDeltaPos, FName BoneName) Line 129 C++
UE4Editor-Engine.dll!AActor::PostNetReceivePhysicState() Line 188 C++
UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4482 C++
UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1143 C++
UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 617 C++
UE4Editor-Engine.dll!FRepLayout::CallRepNotifies(FRepState * RepState, UObject * Object) Line 1550 C++
UE4Editor-Engine.dll!FObjectReplicator::CallRepNotifies(bool bSkipIfChannelHasQueuedBunches) Line 1158 C++
UE4Editor-Engine.dll!FObjectReplicator::PostReceivedBunch() Line 769 C++
UE4Editor-Engine.dll!UActorChannel::ProcessBunch(FInBunch & Bunch) Line 2098 C++
UE4Editor-Engine.dll!UActorChannel::ReceivedBunch(FInBunch & Bunch) Line 1959 C++
UE4Editor-Engine.dll!UChannel::ReceivedSequencedBunch(FInBunch & Bunch) Line 272 C++
UE4Editor-Engine.dll!UChannel::ReceivedNextBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 625 C++
UE4Editor-Engine.dll!UChannel::ReceivedRawBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 356 C++
UE4Editor-Engine.dll!UNetConnection::ReceivedPacket(FBitReader & Reader) Line 1056 C++
UE4Editor-Engine.dll!UNetConnection::ReceivedRawPacket(void * InData, int Count) Line 529 C++
UE4Editor-OnlineSubsystemUtils.dll!UIpNetDriver::TickDispatch(float DeltaTime) Line 176 C++
UE4Editor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe(float <Params_0>) Line 852 C++
UE4Editor-Engine.dll!TBaseMulticastDelegate<void,float>::Broadcast(float <Params_0>) Line 921 C++
UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1097 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1356 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 370 C++
UE4Editor-ILLEditorFramework-Win64-DebugGame.dll!UILLEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 33 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2643 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 194 C++