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Tutorial Editor Crash

Hello all.

I have been following this tutorial. Everything went well till this point. But when I apply wat is said in this one and jump in game and press punch (left click) editor crashes (I am using 4.9.1)

Here is my set up and the crash report.

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MachineId:483EFDFE41B0C3BF539825B6B2ADF55E
EpicAccountId:952fa0caa5f442c5a232d6b209904780

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_Engine!FBodyInstance::InitDynamicProperties_AssumesLocked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4495]
UE4Editor_Engine!FInitBodiesHelper<0>::AddActorsToScene_PhysX_AssumesLocked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1362]
UE4Editor_Engine!FInitBodiesHelper<0>::InitBodies_PhysX() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1392]
UE4Editor_Engine!FBodyInstance::InitBody() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1599]
UE4Editor_Engine!UPrimitiveComponent::CreatePhysicsState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:510]
UE4Editor_Engine!UActorComponent::RecreatePhysicsState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:1121]
UE4Editor_Engine!UPrimitiveComponent::EnsurePhysicsStateCreated() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\primitivecomponent.cpp:535]
UE4Editor_Engine!UPrimitiveComponent::SetCollisionEnabled() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:950]
UE4Editor_Engine!UPrimitiveComponent::execSetCollisionEnabled() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\classes\components\primitivecomponent.h:121]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\classes\components\inputcomponent.h:93]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\classes\components\inputcomponent.h:189]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1113]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\playercontroller.cpp:2276]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\playercontroller.cpp:3713]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\playercontroller.cpp:1945]
UE4Editor_Engine!APlayerController::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\playercontroller.cpp:3789]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:107]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private	icktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async	askgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async	askgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async	askgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async	askgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async	askgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private	icktaskmanager.cpp:292]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private	icktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]


Thanks.

I also encountered this issue and I am on 4.9. It seems if you uncheck welding in the “attach to node” for each collision sphere the issue should be fixed.

did this work?