I have no idea what to do with the below call stack, or what it means.
Oddly the breakpoint occurs within minutes of starting the debugging in VS but if I build the project and run it, it has consistently lasted for 2 hours without crashing.
Whats worse is despite telling the project to build with debug files and building in development, when it does eventually crash I get a fatal error popup but no further info. Also the built project starts TWO processes, of which I am unsure which one I am suppose to “Attach” VS debugging to.
Error:
Exception thrown: read access violation.
“this” was 0xFFFFFFFFFFFFFFDF.
- call stack
- PhysX3PROFILE_x64.dll!physx::Sq::AABBTreeBuildNode::subdivide(const
physx::Sq::AABBTreeBuildParams &
params, physx::Sq::BuildStats &
stats, physx::Sq::NodeAllocator &
allocator, unsigned int * const
indices) Line 227 C++ Symbols loaded. - PhysX3PROFILE_x64.dll!incrementalBuildHierarchy(physx::Sq::FIFOStack
& stack, physx::Sq::AABBTreeBuildNode
node, physx::Sq::AABBTreeBuildParams &
params, physx::Sq::BuildStats &
stats, physx::Sq::NodeAllocator &
nodeBase, unsigned int * const
indices) Line 495 C++ Symbols loaded. - PhysX3PROFILE_x64.dll!physx::Sq::AABBTree::progressiveBuild(physx::Sq::AABBTreeBuildParams
& params, physx::Sq::BuildStats &
stats, unsigned int progress,
unsigned int limit) Line
530 C++ Symbols loaded. - PhysX3PROFILE_x64.dll!physx::Sq::AABBPruner::buildStep()
Line 630 C++ Symbols loaded. - PhysX3PROFILE_x64.dll!physx::Sq::SceneQueryManager::afterSync(bool
commit) Line 438 C++ Symbols loaded. - PhysX3PROFILE_x64.dll!physx::NpScene::fetchResultsPostContactCallbacks()
Line 2241 C++ Symbols loaded. - PhysX3PROFILE_x64.dll!physx::NpScene::fetchResults(bool
block, unsigned int * errorState)
Line 2314 C++ Symbols loaded. - ApexFrameworkPROFILE_x64.dll!nvidia::apex::ApexScene::fetchResults(bool
block, unsigned int * errorState)
Line 1377 C++ Symbols loaded. - UE4Editor-Engine.dll!FPhysScene::ProcessPhysScene(unsigned
int SceneType) Line 1257 C++ Symbols
loaded. - [Inline Frame]
UE4Editor-Engine.dll!TMemberFunctionCaller
const &,enum
EPhysicsSceneType)>::operator()(ENamedThreads::Type
&) Line 165 C++ Symbols loaded. - [Inline Frame]
UE4Editor-Engine.dll!UE4Tuple_Private::TTupleImpl,enum
EPhysicsSceneType>::ApplyAfter(TMemberFunctionCaller
const &,enum EPhysicsSceneType)> &&)
Line 422 C++ Symbols loaded. - [Inline Frame]
UE4Editor-Engine.dll!TBaseRawMethodDelegateInstance<0,FPhysScene,TTypeWrapper
__cdecl(enum ENamedThreads::Type,TRefCountPtr
const &),enum
EPhysicsSceneType>::Execute(ENamedThreads::Type)
Line 556 C++ Symbols loaded. - UE4Editor-Engine.dll!TBaseRawMethodDelegateInstance<0,FPhysScene,void
__cdecl(enum ENamedThreads::Type,TRefCountPtr
const & __ptr64),enum
EPhysicsSceneType>::ExecuteIfSafe(ENamedThreads::Type
, const
TRefCountPtr &
<Params_1>) Line 648 C++ Symbols
loaded. - [Inline Frame]
UE4Editor-Engine.dll!FDelegateGraphTask::DoTask(ENamedThreads::Type)
Line 1172 C++ Symbols loaded. - UE4Editor-Engine.dll!TGraphTask::ExecuteTask(TArray & NewTasks, ENamedThreads::Type CurrentThread)
Line 784 C++ Symbols loaded. - [Inline Frame]
UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray & CurrentThread, ENamedThreads::Type) Line
466 C++ Symbols loaded. - UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int
QueueIndex, bool bAllowStall) Line
650 C++ Symbols loaded. - UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int
QueueIndex) Line 559 C++ Symbols
loaded. - UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const
TArray,TInlineAllocator<4,FDefaultAllocator>& Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line
1327 C++ Symbols loaded. - UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup
WorldTickGroup, bool
bBlockTillComplete) Line
538 C++ Symbols loaded. - UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup
Group, bool bBlockTillComplete) Line
1450 C++ Symbols loaded. - UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup
Group, bool bBlockTillComplete) Line
758 C++ Symbols loaded. - UE4Editor-Engine.dll!UWorld::Tick(ELevelTick
TickType, float DeltaSeconds) Line
1401 C++ Symbols loaded. - UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float
DeltaSeconds, bool bIdleMode) Line
1650 C++ Symbols loaded. - UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float
DeltaSeconds, bool bIdleMode) Line
402 C++ Symbols loaded. - UE4Editor.exe!FEngineLoop::Tick()
Line 3215 C++ Symbols loaded. - [Inline Frame]
UE4Editor.exe!EngineTick() Line
62 C++ Symbols loaded. - UE4Editor.exe!GuardedMain(const
wchar_t * CmdLine, HINSTANCE__ *
hInInstance, HINSTANCE__ *
hPrevInstance, int nCmdShow) Line
166 C++ Symbols loaded. - UE4Editor.exe!WinMain(HINSTANCE__ *
hInInstance, HINSTANCE__ *
hPrevInstance, char * __formal, int
nCmdShow) Line 199 C++ Symbols
loaded. - call stack end