Came across this crash when I was debugging a game in VS so I wasn’t sure where to report it or whether it would be considered a problem
Exception thrown: read access violation.
World was nullptr.
> UE4Editor-Engine.dll!GeomOverlapMultiImp_PhysX<0>(const UWorld * World, const physx::PxGeometry & PGeom, const physx::PxTransform & PGeomPose, TArray<FOverlapResult,FDefaultAllocator> & OutOverlaps, ECollisionChannel TraceChannel, const FCollisionQueryParams & Params, const FCollisionResponseParams & ResponseParams, const FCollisionObjectQueryParams & ObjectParams) Line 1635 C++
UE4Editor-Engine.dll!FBodyInstance::OverlapMulti::__l30::<lambda>() Line 4292 C++
UE4Editor-Engine.dll!FBodyInstance::ExecuteOnPhysicsReadOnly(TFunctionRef<void __cdecl(void)> Func) Line 2956 C++
UE4Editor-Engine.dll!FBodyInstance::OverlapMulti(TArray<FOverlapResult,FDefaultAllocator> & InOutOverlaps, const UWorld * World, const FTransform * pWorldToComponent, const FVector & Pos, const FQuat & Quat, ECollisionChannel TestChannel, const FComponentQueryParams & Params, const FCollisionResponseParams & ResponseParams, const FCollisionObjectQueryParams & ObjectQueryParams) Line 4310 C++
UE4Editor-Engine.dll!UPrimitiveComponent::ComponentOverlapMultiImpl(TArray<FOverlapResult,FDefaultAllocator> & OutOverlaps, const UWorld * World, const FVector & Pos, const FQuat & Quat, ECollisionChannel TestChannel, const FComponentQueryParams & Params, const FCollisionObjectQueryParams & ObjectQueryParams) Line 2521 C++
UE4Editor-Engine.dll!UWorld::ComponentOverlapMulti(TArray<FOverlapResult,FDefaultAllocator> & OutOverlaps, const UPrimitiveComponent * PrimComp, const FVector & Pos, const FQuat & Quat, const FComponentQueryParams & Params, const FCollisionObjectQueryParams & ObjectQueryParams) Line 450 C++
UE4Editor-Engine.dll!UPrimitiveComponent::UpdateOverlaps(const TArray<FOverlapInfo,FDefaultAllocator> * NewPendingOverlaps, bool bDoNotifies, const TArray<FOverlapInfo,FDefaultAllocator> * OverlapsAtEndLocation) Line 2413 C++
UE4Editor-Engine.dll!USceneComponent::DetachFromParent(bool bMaintainWorldPosition, bool bCallModify) Line 1538 C++
UE4Editor-Engine.dll!USceneComponent::OnComponentDestroyed() Line 737 C++
UE4Editor-Engine.dll!UActorComponent::BeginDestroy() Line 405 C++
UE4Editor-CoreUObject.dll!UObject::ConditionalBeginDestroy() Line 663 C++
UE4Editor-CoreUObject.dll!StaticExit() Line 3723 C++
UE4Editor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() Line 921 C++
UE4Editor.exe!TBaseMulticastDelegate<void>::Broadcast() Line 906 C++
UE4Editor.exe!FEngineLoop::AppPreExit() Line 3143 C++
UE4Editor.exe!FEngineLoop::Exit() Line 2275 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 153 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++
[External Code]
Ought it have a ptr check?