Destructible mesh crashes the game 4.7.4

Whenever i use a radial force to activate a destructible mesh the game crashes and i get this error. I read that in 4.8 this issue is fixed, because of a physx update, is that true?

MachineId:68070BDE441C23BF1CC32891D06E7D6B
EpicAccountId:7dc2742431d64e54bea117a7f1fbd94e

Access violation - code c0000005 (first/second chance not available)

PhysX3PROFILE_x64 + 1612396 bytes
PhysX3PROFILE_x64 + 1429575 bytes
PhysX3PROFILE_x64 + 1125799 bytes
PhysX3PROFILE_x64 + 1135989 bytes
PhysX3PROFILE_x64 + 566482 bytes
UE4Editor_Engine!FPhysXCPUDispatcherSingleThread::submitTask() + 986 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\physicsengine\physxsupport.cpp:622]
PhysX3PROFILE_x64 + 3052043 bytes
PhysX3PROFILE_x64 + 3050775 bytes
APEXFrameworkPROFILE_x64 + 133156 bytes
UE4Editor_Engine!FPhysScene::TickPhysScene() + 1603 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\physicsengine\physscene.cpp:598]
UE4Editor_Engine!FPhysScene::StartFrame() + 105 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\physicsengine\physscene.cpp:888]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() + 214 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor_Engine!TGraphTask::ExecuteTask() + 445 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() + 511 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() + 917 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:204]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() + 1182 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor_Engine!UWorld::RunTickGroup() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor_Engine!UWorld::Tick() + 3009 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1118]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 5618 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Like always i found the problem, the ground collision of the map was set to simulate hit and overlap so i guess all of the destrucible parts were overloading the callstack and that crashed the game. It’s fixed now

This should be fixed in 4.8 with PhysX 3.3.3 now being integrated. Once this version releases, can you test and verify if you’re still getting the crash? If so, please post here and I’ll look into this further.

Thank you!

Tim

I had this problem on engine 4.16.2
Unchecking “simulation generates hit events” on my destructible mesh solved the problem.