today me updating 4.8 to 4.8.1 because i thought it will be a better version.
after starting the physics make chaos. see video:
[video][1]
[1]: - YouTube
unfortunately i did not start today my map with 4.8 before.
can’t open a copy of this project & my map in 4.7.6 to see what happens there.
Hi MarkusR -
Can you be more precise in what physics you have setup on these assets? Are they blueprint actors with physics turned on or Skeletal Meshes with Physics assets? As much information as you can would be helpful.
Thank You
Eric Ketchum
hi,
often me using blueprint actors that have skeletal meshes or single meshes.
in this engine me press save all after ~ 5 minutes.
everything was well with this project before.
me using blueprints because i want interact with the things in the scene.
skeletal meshes me using sometimes because better collision.
at single meshes me using UBX_ UCX_ prefix sometimes in .fbx for better collision condition.
some news, today i copied this project as 4.8.1 and play with.
if me remove a asset and replace it again some asset was ok and don’t spinning after start,
means stey just fall to ground and stay there.
but if me remove the player and add it again it stay half in ground after start.
then i want delete the scene parts and got a crash^^
this is from windows log.
Name der fehlerhaften Anwendung: UE4Editor.exe, Version: 4.8.1.0, Zeitstempel: 0x5582de35
Name des fehlerhaften Moduls: APEX_DestructiblePROFILE_x64.dll, Version: 0.0.0.0, Zeitstempel: 0x55536b49
Ausnahmecode: 0xc0000005
Fehleroffset: 0x000000000003ee45
ID des fehlerhaften Prozesses: 0xb58
Startzeit der fehlerhaften Anwendung: 0x01d0b01f47f8edc8
Pfad der fehlerhaften Anwendung: X:\Epic Games Launcher\Epic Games\4.8\Engine\Binaries\Win64\UE4Editor.exe
Pfad des fehlerhaften Moduls: X:\Epic Games Launcher\Epic Games\4.8\Engine\Binaries\ThirdParty\PhysX\APEX-1.3\Win64\VS2013\APEX_DestructiblePROFILE_x64.dll
Berichtskennung: e080c2d6-1c12-11e5-8265-00226808071b
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist:
HI MarkusR -
We are currently not able to reproduce this issue internally. Can you provide a small sample project showing the issue? If you need to keep something private in the project feel free to send me a link to download the project via the Forums Private Message System.
Thank You
Eric Ketchum
if you can not reproduce than it belongs my project or runtime i guess.
ok, i will upload this original project as zip soon to google drive.
unfortunately 10 gb because i added some content there.
…
download project as zip:
[google drive][1]
[1]: https://drive.google.com/file/d/0B942ivL2fTGcTkt5Y0NMOGo4Zzg/view?usp=sharing
i guess there are some cache files i need to delete or something for this map1
even i had the idea to copy the map1.
ok, i dublicaded the map1 via menu as Map2.
open the map2 , start and everything was ok.
then i try map1 again, still chaos after play.
switch back to map2 and after play there is chaos too.
next try, i dublicated map1 as map2, everything was ok,
i deleted map1. save all. close the editor, open the project and this
map2 contains the chaos after start.
Hi MarkusR -
Your DeufolOBComplex skeletal Mesh has a Collsion around it and you are loading it in at runtime into your Map1 level. When an object with collision spawns inside a object with collision, the behavior you are seeing can be expected. The easiest way to fix this issue is to go into your DeufolOBComplex Skeletal Mesh and un-assign the Physics asset. This will allow the physics to behave as expected on PIE or Game Launch.
Thank You
Eric Ketchum
hi eric,
i can’t remember i used it there.
this complex was a collection with big buildings, it make no sense to spawn it at my test level.
for this DeufolOBComplex i used a extra map not this map1.
but thank you very much to find the reson and for your effort.
i will look at it soon. if it is my fault then 1000x sorry
yesterday i copied the map1 with menu, it look ok after play/start, but had same effect after start the unreal editor
again, i can’t explain this, i expect allways the same result.
i can not find any place where this object is created at runtime.
the reference viewer not show it.
also i wonder why this mesh have to references to the same physic asset,
it show one to the left and one to the right.
i put my player outside the normal area and can see this building complex.
so it really comes at runtime.
i know the reason,
there was a hidden redirector file in this folder.
i deleted this file and its ok now.
if u hit delete there popup a dialog and there i saw the unusual (redirector).
last week i moved some items in folder to other folders to have a clean project.
i will try if its possible to show all files in the engine data browser.