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