I updated to 4.18 from 4.16 and now I’m getting editor crashes that didn’t happen before the update.
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002e0
0x00000000E8DFA64F UE4Editor-Engine.dll!SetHitResultFromShapeAndFaceIndex() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\collision\collisionconversions.cpp:379]
0x00000000E8DC9189 UE4Editor-Engine.dll!ConvertQueryImpactHit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\collision\collisionconversions.cpp:518]
0x00000000E8DD846A UE4Editor-Engine.dll!GeomSweepSingle() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\collision\physxcollision.cpp:1079]
0x00000000E8DFDC8E UE4Editor-Engine.dll!UWorld::SweepSingleByChannel() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\collision\worldcollision.cpp:131]
0x00000000E8E17C74 UE4Editor-Engine.dll!UCharacterMovementComponent::FloorSweepTest() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:5925]
0x00000000E8E13049 UE4Editor-Engine.dll!UCharacterMovementComponent::ComputeFloorDist() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:5689]
0x00000000E8E17425 UE4Editor-Engine.dll!UCharacterMovementComponent::FindFloor() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:5800]
0x00000000E8E262B7 UE4Editor-Engine.dll!UCharacterMovementComponent::PhysWalking() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:4531]
0x00000000E8E36F20 UE4Editor-Engine.dll!UCharacterMovementComponent::StartNewPhysics() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:2586]
0x00000000E8E220B2 UE4Editor-Engine.dll!UCharacterMovementComponent::PerformMovement() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:2121]
0x00000000E8E39054 UE4Editor-Engine.dll!UCharacterMovementComponent::TickComponent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1143]
0x00000000E8DA4B97 UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_a8128609955b5bb0ccb5da311e0c1d1a> >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3100]
0x00000000E8DD12A4 UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:794]
0x00000000E9A0946B UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:273]
0x00000000E9A0D59B UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
0x00000000006A4825 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
0x00000000006A4E0A UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
0x00000000006C587E UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1330]
0x00000000E9A276A1 UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:542]
0x00000000E9A2BEC2 UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1454]
0x00000000E931CC54 UE4Editor-Engine.dll!UWorld::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:760]
0x00000000E9325F98 UE4Editor-Engine.dll!UWorld::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1408]
0x00000000E7506783 UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1659]
0x00000000E7DB4316 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:396]
0x000000007A335A26 UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3296]
0x000000007A345430 UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
0x000000007A3454AA UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
0x000000007A352379 UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
0x000000007A353D57 UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
0x000000003C932774 KERNEL32.DLL!UnknownFunction []
0x000000003D4D0D51 ntdll.dll!UnknownFunction []
0x000000003D4D0D51 ntdll.dll!UnknownFunction []
I do a couple of traces, but the crash always happens when I apply damage to a destructible mesh and there’s an enemy actor next to it. I’ve noticed that the destructible mesh components hit the enemy actor and push it backwards and the crash happens when the actor lands. I first assumed it must be because of that, but the call stack would suggest otherwise.
The crash does happen if I use my player actor and run into the rubble, too. So, maybe it is a destructible mesh issue? Although, if I tick Enable Impact Damage from the destructible mesh and just run into it, then no crash. It’s gotta have something to do with the line trace.