On our project we recently enabled fast geometry and some of our maps we encounter a crash at this location when we use PIE. Worth noting that we have PCG queries running at begin play and ray traces that they are running are hitting the converted fast geometry components.
at D:\Repos\Biohazard\Engine\Plugins\PCG\Source\PCG\Private\Helpers\PCGWorldQueryHelpers.cpp(47)
This crash is happening becuase the PCG helper querys is expecting the hitresult to have a hitcomponent when using fast geometry this will not be the case. Does Epic plan to update the PCG plugin to be compatible with Fast geometry? Are there other places in the code base where we could encounter this issue?
Now place a static mesh actor in the work and then place a blueprint upon it that will invoke PCG on begin play at the same location and do some ray tracing. The crash will happen 100%.
Please note that it can take some time to be made publicly accessible.
We don’t provide updates on EPS, but if you would like to track the resolution, check the link for the status.
You also have questions regarding the roadmap and Epic’s plans for solving compatibility issues between PCG and FastGeo.
As a Partner, I don’t have access to this kind of Epic inside information, but I can give an educated guess that they would be very interested in making all these systems compatible.
When asked, Epic typically doesn’t provide dates, as priorities shift constantly.
However, I could escalate the case to Epic, and they can ask internally to try and get you an actual answer.