Hi I have been getting this crash on and off what seemed to be randomly for the past couple months. The other day I accidentally figured out a way to repo the crash 100% percent of the time.
Access violation - code c0000005 (first/second chance not available)
""
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
UE4Editor_Engine!TGraphTask<FPhysXTask>::ExecuteTask() [c:\ue4\ue4_4.10\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [c:\ue4\ue4_4.10\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [c:\ue4\ue4_4.10\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskThread::Run() [c:\ue4\ue4_4.10\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:690]
UE4Editor_Core!FRunnableThreadWin::Run() [c:\ue4\ue4_4.10\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
Basically what I am doing in game to cause the crash is I have instanced static meshes that are being destroyed and then recreated. I attached the dmp file below. Code I am calling that appears to be causing the crash is
ClearInstances();
for( const FTransform& Transform : ReplicatedTransforms )
{
AddInstanceWorldSpace( Transform );
}
This is being called on a custom component extending UInstancedStaticMeshComponent. I am clearing all instances on the component and then recreating them based off the ReplicatedTransform array all in the same frame. This works 99.9% of the time, but sometimes causes this crash.
Any help looking into fixing this issue would be appreciated. If any more info is needed let me know.