Hi,
as long as substepping is enabled in the project settings packaging the project always fails with a fatal error inside FScopedSceneLock_Chaos!
Are there any information why substepping would cause a fatal error while packaging?
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error!
PackagingResults: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
PackagingResults: Error: [Callstack] 0x00007ffb94d6e481 UnrealEditor-Engine.dll!FScopedSceneLock_Chaos::FScopedSceneLock_Chaos() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\ChaosScopedSceneLock.cpp:108]
PackagingResults: Error: [Callstack] 0x00007ffb94e8030c UnrealEditor-Engine.dll!FPhysicsObjectExternalInterface::LockWrite() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicsObjectExternalInterface.cpp:29]
PackagingResults: Error: [Callstack] 0x00007ffb93dc21b4 UnrealEditor-Engine.dll!UPrimitiveComponent::OnDestroyPhysicsState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:968]
PackagingResults: Error: [Callstack] 0x00007ffb93c3df9f UnrealEditor-Engine.dll!UActorComponent::DestroyPhysicsState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1737]
PackagingResults: Error: [Callstack] 0x00007ffb93c4c824 UnrealEditor-Engine.dll!UActorComponent::ExecuteUnregisterEvents() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1778]
PackagingResults: Error: [Callstack] 0x00007ffb93c1e9d5 UnrealEditor-Engine.dll!UActorComponent::BeginDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:768]
PackagingResults: Error: [Callstack] 0x00007ffb93d7f8d5 UnrealEditor-Engine.dll!UPrimitiveComponent::BeginDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:1553]
PackagingResults: Error: [Callstack] 0x00007ffbc1dc1a46 UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1214]
PackagingResults: Error: [Callstack] 0x00007ffbc1cf970c UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5949]
PackagingResults: Error: [Callstack] 0x00007ffbc1c01203 UnrealEditor-CoreUObject.dll!UE::GC::PostCollectGarbageImpl<1>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5575]
PackagingResults: Error: [Callstack] 0x00007ffbc1c8ac2d UnrealEditor-CoreUObject.dll!UE::GC::FReachabilityAnalysisState::PerformReachabilityAnalysisAndConditionallyPurgeGarbage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5771]
PackagingResults: Error: [Callstack] 0x00007ffbc1c350d9 UnrealEditor-CoreUObject.dll!CollectGarbage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:6007]
PackagingResults: Error: [Callstack] 0x00007ffba596ceed UnrealEditor-UnrealEd.dll!UCookCommandlet::ConditionalCollectGarbage() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:699]
PackagingResults: Error: [Callstack] 0x00007ffba59adb4d UnrealEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:551]
PackagingResults: Error: [Callstack] 0x00007ffba596f4ed UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:508]
PackagingResults: Error: [Callstack] 0x00007ffba598aca0 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:249]
PackagingResults: Error: [Callstack] 0x00007ff7e5f980dd UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4195]
PackagingResults: Error: [Callstack] 0x00007ff7e5f8e146 UnrealEditor-Cmd.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:136]
PackagingResults: Error: [Callstack] 0x00007ff7e5f8e42a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
PackagingResults: Error: [Callstack] 0x00007ff7e5f918a4 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
PackagingResults: Error: [Callstack] 0x00007ff7e5fa70c4 UnrealEditor-Cmd.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
PackagingResults: Error: [Callstack] 0x00007ff7e5fa96e6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
PackagingResults: Error: [Callstack] 0x00007ffc2fc17374 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: end: stack for UAT
The build then failes with ExitCode=25 (Error_UnknownCookFailure)
But the cooking process semmed to be successfully finished before:
Packaging (Windows): LogInit: Display: Success - 0 error(s), 175 warning(s)
The warning are almost entierly Input Actions which some demo actors are using.
This whole scenario with the build failing because of phyiscs substepping is quite strange for me.
As the fatal error occurs inside BeginDestroy, why do actors get destroyed while packaging?
Best regards