Hello. I am the team member working with . I just added in the their change and we’re still having the same freeze up when opening assets. I’ve been manually pausing and looking at the Call Stack and the following seems to repeat as it continuously consumes more memory until it runs out and crashes. I cannot confirm that it’s an infinite loops however, it does repeat indefinitely.
PhysX3PROFILE_x64.dll!physx::ChangeList::computeList() Line 1401 C++
PhysX3PROFILE_x64.dll!physx::PxsAABBManager::computeAABBUpdateLists(unsigned int * changedActorWords, const unsigned int changedActorWordCount, const physx::PxsComputeAABBParams & params) Line 1413 C++
PhysX3PROFILE_x64.dll!physx::PxsAABBManager::updateAABBsAndBP(const unsigned int numCpuTasks, const unsigned int numSpusAABB, const unsigned int numSpusBP, physx::PxBaseTask * continuation, unsigned int * changedActorWords, const unsigned int changedActorWordCount, const bool secondBroadPhase, int * numFastMovingShapes) Line 1024 C++
PhysX3PROFILE_x64.dll!physx::PxsContext::updateBroadPhase(physx::PxBaseTask * continuation, bool secondBroadphase) Line 600 C++
PhysX3PROFILE_x64.dll!physx::Sc::Scene::ccdBroadPhase(physx::PxBaseTask * continuation) Line 1587 C++
PhysX3PROFILE_x64.dll!physx::Cm::Task::run() Line 48 C++
> UE4Editor-Engine.dll!TGraphTask<FPhysXTask<0> >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 1000 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks() Line 1255 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 1149 C++
UE4Editor-Core.dll!FTaskThreadBase::Run() Line 621 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 74 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 23 C++