Game crashing (related with Box Collision & actor respawning on debris)

Hi !

First of all, I’m running the Unreal Tournament Editor version coming from GitHub (4.7.0-2444617).

Basically, I’ve got a floor composed of little “Box_Rectangle_DM” blueprinted destructible meshes. Here is what the blueprint look like :

http://image.noelshack.com/fichiers/2015/17/1429825553-ue4crash2.jpg

In the blueprint event graph there is two important elements :

  • One element making the destructible mesh disappearing & respawning after a certain time

  • One element changing the mesh material when something is entering into a Box Collision placed above the “Box_Rectangle_DM” mesh.

Here is what the event graph look like :

http://image.noelshack.com/fichiers/2015/17/1429825557-ue4crash1.jpg

The problem is that when the mesh is respawning on some debris, the game is crashing. The problem is gone if I delete the Box Collision element and it’s related blueprint (about changing materials).

Here you can find two different crash logs + a zip containing everything you need to see the issue :

Hope you’ll find the problem ! :wink:

PS : It would be great to report bugs/crashes into something more private… Maybe a form already exist ?

Can you post your Epic ID and Machine ID that are in the call stack window when the engine crashes.

I will need this to find your crash in our Crash Report database.

Thank you!

Tim

Hi,

I don’t have this window using the Unreal Tournament Editor coming from GitHub, here is what I get :

But I always have the Unreal Editor coming from the Epic Games Launcher installed. I launched my map on it, and here is what I get before pressing the Send button :

Here’s the Machine ID : 9F74543543440D6D6A77FCBD550F02C4

I don’t have any Epic ID coming up.

Thanks !

Perfect, thanks !

(I will delete the .zip file. As I said before, it would be really great to have something more private to send bug reports, not specially for me but for other devs who don’t want to send files as their project isn’t finished).

Thanks for getting back to me.

This is actually fixed in our Unreal Engine 4.8 branch, but it still happening in the latest UT Editor Branch. I’ve submitted a ticket (UT-968) for them to merge this fix into the UT branch.

At the moment I don’t have an eta of when this will be addressed, but when I see any updates I will pass them along.

Thank you!

Tim

This is already fixed in our Internal branch of 4.8 for just the UE4 editor. Once UT updates their branch to 4.8 this will be fixed as well. They are not on the same release schedule as the standalone editor.

Thanks for your report.