I have an actor that uses Widget Components and since I’ve begun working on it the editor will crash almost every time I try to save the project, be it Save Current or Save All. This only occurs in the primary project when the actor is present in a level. Making changes to this actor when it’s not in the level and saving doesn’t cause a crash. Making changes to any other actor and saving doesn’t result in the same issue in the primary project so it seems this actor in particular is the issue but I’m unsure from the crash reports what is causing it.
I migrated the same actor into a new test project and the same issue has only occurred once since testing there. I even went as far as recreating the same actor in the test project then migrating to primary project, but the same issue occurs with that migrated actor in the primary project.
The crash reports are almost always identical, but on some occasions the Frotator call is present, and the FKAggregateGeom call refers line 811 instead of 835. Otherwise all other calls after are identical and in the same order.
Atypical Crash Report
Unhandled exception
UE4Editor_Core!FRotator::Quaternion() [d:\build\++ue4\sync\engine\source\runtime\core\private\math\unrealmath.cpp:404]
UE4Editor_Engine!FKAggregateGeom::GetAggGeom() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physdrawing.cpp:835]
UE4Editor_UMG!FWidget3DSceneProxy::RenderCollision() [d:\build\++ue4\sync\engine\source\runtime\umg\private\components\widgetcomponent.cpp:501]
UE4Editor_UMG!FWidget3DSceneProxy::GetDynamicMeshElements() [d:\build\++ue4\sync\engine\source\runtime\umg\private\components\widgetcomponent.cpp:450]
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2723]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:3717]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:3992]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:873]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:3188]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`27'::FDrawSceneCommandName,<lambda_ef703a768ebf46074e6be04f91ae8efa> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:464]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
Typical Crash Report
Unhandled exception
UE4Editor_Engine!FKAggregateGeom::GetAggGeom() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physdrawing.cpp:811]
UE4Editor_UMG!FWidget3DSceneProxy::RenderCollision() [d:\build\++ue4\sync\engine\source\runtime\umg\private\components\widgetcomponent.cpp:501]
UE4Editor_UMG!FWidget3DSceneProxy::GetDynamicMeshElements() [d:\build\++ue4\sync\engine\source\runtime\umg\private\components\widgetcomponent.cpp:450]
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2723]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:3717]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:3992]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:873]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:3188]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`27'::FDrawSceneCommandName,<lambda_ef703a768ebf46074e6be04f91ae8efa> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:464]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]