Random crash on destructible hit

hi,
i get random crashes in my game when i shoot at destructibles, maybe someone could give me a hint how to avoid it? the project is made in blueprint only.
system details: ue 4.7.5, windows7, 32gb ram, geforce gtx 980M.
thanx and greets in advance
crash log is:

MachineId:
EpicAccountId:

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: IsRotationNormalized() [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\math\TransformVectorized.h] [Line: 1141]

KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Engine!UpdateRefToLocalMatrices() + 3066 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalrender.cpp:255]
UE4Editor_Engine!FDynamicSkelMeshObjectDataGPUSkin::FDynamicSkelMeshObjectDataGPUSkin() + 179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:992]
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::Update() + 130 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:172]
UE4Editor_Engine!USkinnedMeshComponent::SendRenderDynamicData_Concurrent() + 1313 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skinnedmeshcomponent.cpp:165]
UE4Editor_Engine!UActorComponent::DoDeferredRenderUpdates_Concurrent() + 1631 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:1114]
UE4Editor_Engine!UWorld::SendAllEndOfFrameUpdates() + 2694 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:759]
UE4Editor_Engine!UWorld::Tick() + 7608 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1246]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 5618 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
link text

Hi ,

Can you also post your Logs and dmp files found in the Project Folder > Saved > Logs?

Clear out anything listed here and recreate the crash so there aren’t multiple crash logs here. This will make it easier to see what’s going on.

Also can you post the full call stack with your Machine ID and your Epic ID. Thist will allow me to look up your crash in our system.

Are you able to reproduce the crash in a new project? What steps do you use to create the crash? This can help me to get a repro on my end.

Thank you!

Tim

Hi Tim,
Thanks for your help! :slight_smile:
Files are attached now, Cleared out this thread, call stack and Machine ID is included.
“Are you able to reproduce the crash in a new project? What steps do you use to create the crash? This can help me to get a repro on my end.”

Yes when I rebuild the Project with migrating my assets the bug is exaclty the same. I suspect two actors to cause it, These are kind of collectable items, when you shoot it, you get points when collect it you get points substraced.
I have a few others of these actors which run fine. (I tested the level with an autopilot logic, and just spawned one collectable of a kind (multiple times) and let it run till it crashes, this can take up to one hour or so till it crashes but also can happen instantly. This makes it hard for me to spot the error.

I wasn’t able to reproduce this with abstracted scene yet.

Hi ,

I’m not really seeing anything helpful for me to try and reproduce. I’ve tried searching our bug database and have found a similar callstack for a crash that was fixed with 4.8. This may already be fixed.

If you’re willing would you share the project and I can run with our internal build of 4.8 after verifying I can reproduce the crash with 4.7?

If you’re willing to share you can post a link here or send me a link privately on the forums in a private message.

If you decide to send the project you can exclude the saved folder as this is just backup files from the auto-saves. This will save a lot of space.

Let me know.

Tim

Hi Tim, I will try it with 4.8 when it is out and send you a message if it still crashes. Thank you!

Thank you! The preview builds should be starting soon. No exact date yet though.

While these aren’t meant for game development as they are known to be working through some issues, you should be able to test this and see if it’s working correctly. :slight_smile:

Hi Tim, I am experiencing similar problems on 4.8. The problem seems to occur only in around 20% cases and I wasn’t able to reproduce it with Support Depth == 0 … try setting Cell Site Count to 100 and Support Depth to 3 to reproduce the issue.

@Elijen,

I’m not able to see this happening in my test level. Also, using a support depth of 3 has no effect on assets that are created within UE4 because asset created in UE4 can only have a support depth of 1, whereas assets created in PhysXLabs can have up to 5 depth layers. Regardless, I’ve not been able to repro this in any form with the steps or suggestions provided.

@tim, I think this has something to do with the way I am moving the pawn. As I am working on a kind of “infinite runner” game I am calling SetActorLocation on every tick and moving the pawn along a single axis with bSweep == true.

At the moment I’m still not able to get a repro for this in anything that I’ve setup. There may be differences in the way we’ve set it up that just won’t recreate the issue compared to how you’ve set it up.

Can you link a sample project that can cause this crash and I have have a look to get it reported if that’s the case.