Hit event with complex collision mesh could cause crash

Made a “balloon” with PhysicsThruster when it hits mesh with complex collision a little bit longer game will crash.
Found out its cause by the hit event, disable it everything works just fine…

*1.Enable “Using Stabilization” on PC game will crash,disable it every thing goes fine;

*2.Enable or disable “Using Stabilization” on Android doesnt make any different,game will crash.

*3.Disable generate hit event on the “balloon” fixs every thing…

Its quit offen (and easy to repeat) and seems unavoidable for my project, really hoping for a fix…

People might have the same issue:

Crash log on PC:
LoginId:2eafe41b4fcaf2619497fabf36a0b671
EpicAccountId:2b03e715786a4b13a1c5ea5312a56cc0

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002cd72348dc0

PhysX3CommonPROFILE_x64!physx::Gu::TriangleMesh::getTriangleMaterialIndex() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\geomutils\src\mesh\gutrianglemesh.h:97]
PhysX3PROFILE_x64!physx::NpShape::getMaterialFromInternalFaceIndex() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\physx\src\npshape.cpp:464]
UE4Editor_Engine
APEXFrameworkPROFILE_x64!nvidia::apex::ApexSceneUserNotify::onContact() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\framework\src\apexsceneusernotify.cpp:235]
PhysX3PROFILE_x64!physx::Sc::Scene::fireQueuedContactCallbacks() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\simulationcontroller\src\scscene.cpp:4387]
PhysX3PROFILE_x64!physx::NpScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\physx\src\npscene.cpp:2325]
APEXFrameworkPROFILE_x64!nvidia::apex::ApexScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\framework\src\apexscene.cpp:1377]
UE4Editor_Engine

Crash log on Android:
backtrace:
F/DEBUG : #00 pc 0cc10956 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (physx::Gu::TriangleMesh::getTriangleMaterialIndex(unsigned int) const+6) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #01 pc 0c9ddd65 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (physx::NpShape::getMaterialFromInternalFaceIndex(unsigned int) const+180) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #02 pc 0b5334b4 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (FPhysXSimEventCallback::onContact(physx::PxContactPairHeader const&, physx::PxContactPair const*, unsigned int)+1556) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #03 pc 0caa4b03 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (physx::Sc::Scene::fireQueuedContactCallbacks(bool)+238) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #04 pc 0c9d0c4f /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (physx::NpScene::fetchResults(bool, unsigned int*)+202) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #05 pc 0b527770 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (FPhysScene_PhysX::ProcessPhysScene()+1744) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #06 pc 0b5673a0 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (ZNK30TBaseRawMethodDelegateInstanceILb0E16FPhysScene_PhysXFvN13ENamedThreads4TypeERK12TRefCountPtrI11FGraphEventEE26FDefaultDelegateUserPolicyJEE13ExecuteIfSafeES2_S7+36) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #07 pc 0afdd114 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (_ZN10TGraphTaskI18FDelegateGraphTaskE11ExecuteTaskER6TArrayIP14FBaseGraphTask22TSizedDefaultAllocatorILi32EEEN13ENamedThreads4TypeE+256) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #08 pc 06ffc9a0 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+2096) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #09 pc 06ffaf1c /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+180) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #10 pc 06ff8010 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (_ZN24FTaskGraphImplementation22WaitUntilTasksCompleteERK6TArrayI12TRefCountPtrI11FGraphEventE16TInlineAllocatorILj4E22TSizedDefaultAllocatorILi32EEEEN13ENamedThreads4TypeE+1180) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #11 pc 0b9b26e4 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool)+2672) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #12 pc 0b9acd18 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (FTickTaskManager::RunTickGroup(ETickingGroup, bool)+92) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #13 pc 0b0f2d30 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (UWorld::Tick(ELevelTick, float)+14628) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #14 pc 0aee4078 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (UGameEngine::Tick(float, bool)+4568) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #15 pc 05b64cb0 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (FEngineLoop::Tick()+42168) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #16 pc 05b589dc /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (AndroidMain(android_app*)+3964) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #17 pc 05b6dc5c /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (android_main+172) (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #18 pc 05ba10f4 /data/app/com.TYPEY.THELAB-V-TpXC9JhKX5h6Q_ukQpew==/lib/arm/libUE4.so (BuildId: 8da3caed90843a33f093c0243ff98c3f857cc9b8)
F/DEBUG : #19 pc 000ab3cd /apex/com.android.runtime/lib/bionic/libc.so (__pthread_start(void*)+20) (BuildId: b2ccf3e34327839923551c4d2a5caac1)
F/DEBUG : #20 pc 00061989 /apex/com.android.runtime/lib/bionic/libc.so (__start_thread+30) (BuildId: b2ccf3e34327839923551c4d2a5caac1)

Same issue in 4.27.0 manually change bEnableStabilization=False fixed the issue on packing on Android, but I do need to Enable Stabilization hope the bug can be fixed…
A easy reference or broject below(1.27 MB) to show you whats going on,and how easy to repeat it…

Apparently Physx with Enable Stabilization = true, has been crashing since 2018 lol. Still in 2022 with the same crash and no answers. Which is shame because current Chaos is terrible performance for many physics pieces and Physx is overall still much better. Many in another 5 years they will solve Chaos issues by just using Physx and updating it since it’s been open source anyways…