UE4.7.6において、PhysicsAssetを使ったSkeletalMeshの物理シミュレーション(ラグドール化)をしようとするとエディタが強制終了します。
PhysicsAssetの編集ツール上でシミュレートする場合は問題ないのですが、CharacterBP上で「Set All Bodies below simulate physics」を実行しようとしたり、PhysicsAssetをワールドに配置して「Play」したりすると落ちます。
試しにExampleContentsの物理アニメーションのサンプルを実行してみたところ、問題はありませんでした。しかし、サンプルのPhysicsAssetと自前のPhysicsAssetをどんなに見比べてみても、ボーン構造以外は違いがありませんでした。
PhysicsAssetの編集ツール上では正常に物理シミュレーションが実行されているにも関わらず、「Play」した場合にのみエディタが落ちるので、当方の使い方の問題ではなくUE4のバグである可能性が高いと思ったため報告させていただきます
クラッシュレポートが出ます。これがそのログです。
MachineId:70BA88E240C8B7566A90558B6AF3D738
EpicAccountId:44bdc423fb6a4b788954cbaf3ac1bee1
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 679]
Array index out of bounds: 0 from an array of size 0
KERNELBASE + 109229 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!USkeletalMeshComponent::SetAllBodiesBelowSimulatePhysics() + 368 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalmeshcomponentphysics.cpp:1028]
UE4Editor_Engine!USkeletalMeshComponent::execSetAllBodiesBelowSimulatePhysics() + 238 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\components\skeletalmeshcomponent.h:274]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() + 342 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\worldsettings.cpp:119]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() + 426 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gamemode.cpp:602]
UE4Editor_Engine!AGameMode::SetMatchState() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gamemode.cpp:711]
UE4Editor_Engine!AGameMode::StartMatch() + 83 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gamemode.cpp:579]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() + 1545 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameinstance.cpp:218]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() + 8708 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2861]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 7184 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2212]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
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]