Hi guys,
I have this random crash when moving a physics object that fires the Hit event that I use to play the impact sound. Everything works fine but sometimes it just crashes the engine. Does the same on a packaged version.
The only thing that seems to be causing it in a particular level is the presence of the terrain/landscape and a static mesh on top of it. The Explosive barrel that hits the concrete ground of the static mesh has the terrain below it. I dunno if this has anything to do with it.
Here’s the crash info:
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LoginId:ae04c6114e5e25cad8107eab7ca9811c
EpicAccountId:3a19cb1a89de45ab85138756fbb98a3c
Unhandled exception
PhysX3CommonPROFILE_x64!physx::Gu::TriangleMesh::getTriangleMaterialIndex() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\geomutils\src\mesh\gutrianglemesh.h:97]
PhysX3PROFILE_x64!physx::NpShape::getMaterialFromInternalFaceIndex() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\physx\src\npshape.cpp:464]
UE4Editor_Engine!FPhysXSimEventCallback::onContact() [d:\build++ue4\sync\engine\source\runtime\engine\private\physicsengine\physxsupport.cpp:520]
APEXFrameworkPROFILE_x64!nvidia::apex::ApexSceneUserNotify::onContact() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\framework\src\apexsceneusernotify.cpp:235]
PhysX3PROFILE_x64!physx::Sc::Scene::fireQueuedContactCallbacks() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\simulationcontroller\src\scscene.cpp:4387]
PhysX3PROFILE_x64!physx::NpScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\physx\src\npscene.cpp:2325]
APEXFrameworkPROFILE_x64!nvidia::apex::ApexScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\framework\src\apexscene.cpp:1377]
UE4Editor_Engine!FPhysScene_PhysX::ProcessPhysScene() [d:\build++ue4\sync\engine\source\runtime\engine\private\physicsengine\physscene_physx.cpp:1235]
UE4Editor_Engine!TBaseRawMethodDelegateInstance<0,FPhysScene_PhysX,void __cdecl(enum ENamedThreads::Type,TRefCountPtr const &)>::ExecuteIfSafe() [d:\build++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:518]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:593]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:574]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1505]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1581]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967]
UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll