This question was created in reference to: [Crash when applying physical animation [Content removed] and [Crash when spawning actor with physical animator component at [Content removed]
Hello all!
We have been experiencing a similar, if not the same, crash with the PhysicalAnimationComponentwhile it is ticking. It usually reproduces more frequently with “-stompmalloc” enabled, while we apply an impulse to a bone on the SkeletalMeshComponent. Note that the poor performance with the previously mentioned setup appears to increase the likelihood of this crash occurring. Additionally, I have found that the tick function will more often than not crash in the TG_EndPhysics or TG_PostPhysicstick groups. Furthermore, it’s puzzling that the PhysicalAnimationComponent ticked in the PostPhysics/EndPhysicsas the TickGroup and EndTickGroup are set to TG_PrePhysics. I’m not entirely sure why this component’s tick group would be demoted so far into those groups, as the SkeletalMeshComponent (prerequisite tick function)is set to tick within the TG_PrePhysics as well.
We have implemented the temporary fix of disabling a.ParalleBlendPhysics within the DefaultEngine.ini;however, I was wondering if there is a more proper fix to allow a.ParalleBlendPhysics to remain enabled.
Thank you for reading,
Rozario Beaudin