Having lot of crashes related to Async Scene Physics change in 4.1

Dear Friends at Epic,

I was just minding my own business as usual in my game and I got this crash

related to async scene / physics change

I’ve been having a lot of problems with this change.

Please realize how much this has destabilized the engine.

#Context

I am not using the async scene at all in my project! I turned it off!

I was just jumping with my character, doing very normal things as I usually do, nothing out of the ordinary

#Log Error

Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xdc794356 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xdc632785 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FBodyInstance::SetBodyTransform() 0xdb26f0ce + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1505] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::UpdateKinematicBonesToPhysics() 0xdb2c94bf + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\physanim.cpp:338] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::RefreshBoneTransforms() 0xdabee3ae + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:913] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkinnedMeshComponent::TickComponent() 0xdac60f9b + 6 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skinnedmeshcomponent.cpp:320] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::TickComponent() 0xdabf7a0e + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:490] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UActorComponent::ConditionalTickComponent() 0xda0cee07 + 22 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:830] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FActorComponentTickFunction::ExecuteTick() 0xda0d7774 + 18 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:428] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::FTickFunctionTask::DoTask() 0xdacc3366 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:325] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() 0xdacc8e4b + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:661] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTaskThread::ProcessTasks() 0xdc525592 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:324] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0xdc52574d + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::WaitUntilTasksComplete() 0xdc5365a7 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:856] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphInterface::WaitUntilTaskCompletes() 0xdace81c9 + 17 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::ReleaseTickGroup() 0xdacdb8c0 + 83 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dl
[2014.04.29-00.18.28:702][207]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2014.04.29-00.18.28:978][207]LogWindows: === Critical error: ===


[2014.04.29-00.18.28:978][207]LogWindows: Assertion failed: PNewPose.isValid() [File:E:\VictoryUE4\UnrealEngine-4.1\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 1503]

Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xdc794356 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xdc632785 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FBodyInstance::SetBodyTransform() 0xdb26f0ce + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1505] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::UpdateKinematicBonesToPhysics() 0xdb2c94bf + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\physanim.cpp:338] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::RefreshBoneTransforms() 0xdabee3ae + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:913] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkinnedMeshComponent::TickComponent() 0xdac60f9b + 6 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skinnedmeshcomponent.cpp:320] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::TickComponent() 0xdabf7a0e + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:490] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UActorComponent::ConditionalTickComponent() 0xda0cee07 + 22 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:830] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FActorComponentTickFunction::ExecuteTick() 0xda0d7774 + 18 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:428] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::FTickFunctionTask::DoTask() 0xdacc3366 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:325] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() 0xdacc8e4b + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:661] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTaskThread::ProcessTasks() 0xdc525592 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:324] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0xdc52574d + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::WaitUntilTasksComplete() 0xdc5365a7 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:856] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphInterface::WaitUntilTaskCompletes() 0xdace81c9 + 17 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::ReleaseTickGroup() 0xdacdb8c0 + 83 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dl


[2014.04.29-00.18.28:979][207]LogExit: Executing StaticShutdownAfterError
[2014.04.29-00.18.28:994][207]LogWindows: FPlatformMisc::RequestExit(1)
[2014.04.29-00.18.28:994][207]Log file closed, 04/28/14 20:18:28

#another physics crash I presume is related to the change in the async scene system

Hi Rama,

Would you be able to tell me a bit more about what your scene setup is like? I assume that you have some objects marked as using async scene, but now that the async scene is turned off it’s causing some issues. This is definitely a bug, but I would like some more info so I can repro it.

A possible workaround for now might be to turn async scene back on until we get this sorted out.

Sorry for the trouble!

Dear Ori,

Sorry for the delay!

The issue seems to be under control at the moment.

Yes I think best thing to do until we get another crash is to just verify that back and forth compatibility :slight_smile:

Thanks Ori!

Rama