Hello Unreal Engine Community. There has been a crash engine problem for several days now, and I have tried every method that comes to mind but have not been able to resolve it. I am trying to create a destructible building system similar to that found in Battlefield. I create a separate modular mesh that does not overlap each other before placing the anchor field within the blueprint actor. In the construction script, I initialize the anchor field. But when I call “remove all anchors” blueprint from the array that I intended to remove. The engine crashed then got this error message “Assertion failed: Index < NumElements” and in log file said “LogChaos: Invalid tetrahedron encountered in InitializeEPA”. Sometimes it crashed when I shoot more than one times at the wall to spawn the master field. Would anyone be able to explain why this occurs and provide a hint?
I created a simple experiment. I found out that If I spawn master field first to break the geometry collection then delay for a few seconds and call remove all anchor on the same geometry collection object reference, unreal engine crashed. If I call remove all anchor on the geometry collection first then spawn master field later, unreal engine didn’t crash. Does anyone can explain why this happen?