hello,
we recently decided to upgrade our source code from UE4.13 to UE4.15.1 and we are getting this crash now 100% when attempting to play the game
PhysX3CHECKED_x64.dll!physx::Bp::boxPruning(physx::Bp::`anonymous-namespace'::MBP_PairManager & pairs, const physx::Bp::SIMD_AABB * bounds0, const physx::Bp::SIMD_AABB * bounds1, const unsigned int * groups, unsigned int size0, unsigned int size1, const unsigned int * aggIndices0, const unsigned int * aggIndices1) Line 782 C++
PhysX3CHECKED_x64.dll!physx::Bp::PersistentAggregateAggregatePair::findOverlaps(physx::Bp::`anonymous-namespace'::MBP_PairManager & pairs, const physx::PxBounds3 * __formal, const float * __formal, const unsigned int * groups) Line 1132 C++
PhysX3CHECKED_x64.dll!physx::Bp::SimpleAABBManager::updatePairs(physx::Bp::PersistentPairs & p) Line 2287 C++
PhysX3CHECKED_x64.dll!physx::Bp::SimpleAABBManager::postBroadPhase(physx::PxBaseTask * __formal) Line 2469 C++
PhysX3CHECKED_x64.dll!physx::Cm::Task::run() Line 59 C++
> UE4Editor-Engine-Win64-Debug.dll!FPhysXTask<0>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 204 C++
UE4Editor-Engine-Win64-Debug.dll!TGraphTask<FPhysXTask<0> >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 884 C++
UE4Editor-Core-Win64-Debug.dll!FTaskThreadAnyThread::ProcessTasks() Line 1277 C++
UE4Editor-Core-Win64-Debug.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 1171 C++
UE4Editor-Core-Win64-Debug.dll!FTaskThreadBase::Run() Line 643 C++
UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 74 C++
UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 25 C++
UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc(void * pThis) Line 78 C++
We are using world composition and only some of the sublevels are populated with anything else than landscapes for now.
If I play from the levels that have no additional meshes then the game plays fine until I reach the area where there is meshes. I have been trying to narrow down which meshes cause the isue but no luck so far. I will keep trying but there is quite a lot to go through and in version 4.13.1 it wasnt crashing. I know the physX libs have been updated since which is probably what causes this to happen.
I will report if I find out any more info, in the meantime if anyone knows or has tips how to narrow this down further please let me know.