Physical Animation Component Crash while the component is ticking

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

Steps to Reproduce
Utilize “-stompmalloc” in the launch args, and apply a force on one of the physics bodies in the skeletal mesh component while they have a PhysicsBlendWeight > 0. Usually more likely to be reproed if the performance is bad.

Hi Rozario,

Thank you for raising this - I’ll reach out to the dev team to see if this fix was done, and update here.

Best

Geoff Stacey

Developer Relations

EPIC Games

Hi Rozario,

This has not been fixed I’m afraid. Our current advice is to use what you’ve done to work around the issue.

Best

Geoff