Blueprint class with Destructable Mesh as child of Scene Component.
Firework class that spawns and fires a Radial Impulse component on collision with scene.
It appears to crash either when the radial impulse is spawned, or when it is triggered to Fire Impulse.
I’ve attached some logs to help too.
MachineId:B8F8F44F43A3BFCE3F3BD59757A02FEE
EpicAccountId:bb9df9ee0d5143969c712a15a677e383
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_Engine!FBodyInstance::GetAllShapes_AssumesLocked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:341]
UE4Editor_Engine!<lambda_d862ad66b20c43db59d9bc9dbd9295b3>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:704]
UE4Editor_Engine!FBodyInstance::ExecuteOnPhysicsReadWrite() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:2899]
UE4Editor_Engine!FBodyInstance::UpdatePhysicsShapeFilterData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:831]
UE4Editor_Engine!FBodyInstance::UpdatePhysicsFilterData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:934]
UE4Editor_Engine!UPrimitiveComponent::SetCollisionResponseToChannel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:869]
UE4Editor_Engine!UPrimitiveComponent::execSetCollisionResponseToChannel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\classes\components\primitivecomponent.h:117]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:4125]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:463]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1552]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:673]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:587]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:673]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:4125]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1023]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:520]
UE4Editor_Engine!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\uobject\scriptdelegates.h:459]
UE4Editor_Engine!UDestructibleComponent::OnDamageEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\destructiblecomponent.cpp:673]
UE4Editor_Engine!FApexChunkReport::onDamageNotify() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physxsupport.cpp:752]
APEX_DestructiblePROFILE_x64
APEXFrameworkPROFILE_x64
UE4Editor_Engine!FPhysScene::ProcessPhysScene() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\physicsengine\physscene.cpp:730]
UE4Editor_Engine!TBaseRawMethodDelegateInstance<0,FPhysScene,void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FGraphEvent> const & __ptr64),enum EPhysicsSceneType>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_Engine!TGraphTask<FDelegateGraphTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:771]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:430]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:273]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:991]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:243]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:643]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:697]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:1188]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1339]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]