UE5.5 中 在移动端调用 LineTraceSingle 会出现崩溃

libUnreal.so (bool Chaos::TAABBTree<Chaos::FAccelerationStructureHandle, Chaos::TAABBTreeLeafArray<Chaos::FAccelerationStructureHandle, true, double>, true, double, Chaos::TDefaultAABBTreeStorageTrait

libUnreal.so (void Chaos::TSpatialAccelerationCollection<Chaos::TAABBTree<Chaos::FAccelerationStructureHandle, Chaos::TAABBTreeLeafArray<Chaos::FAccelerationStructureHandle, true, double>, true, doubl

libUnreal.so (Chaos::TSpatialAccelerationCollection<Chaos::TAABBTree<Chaos::FAccelerationStructureHandle, Chaos::TAABBTreeLeafArray<Chaos::FAccelerationStructureHandle, true, double>, true, double, Ch

libUnreal.so (void LowLevelRaycast<FPhysScene_Chaos, ChaosInterface::FRaycastHit>(FPhysScene_Chaos const&, UE::Math::TVector<double> const&, UE::Math::TVector<double> const&, float, ChaosInterface::FS

libUnreal.so (bool TSceneCastCommonImpWithRetryRequest<TSQTraits<ChaosInterface::FRaycastHit, (ESweepOrRay)0, (ESingleMultiOrTest)0>, FRaycastSQAdditionalInputs, FDefaultAccelContainer>(UWorld const*,

libUnreal.so (bool TSceneCastCommonImp<TSQTraits<ChaosInterface::FRaycastHit, (ESweepOrRay)0, (ESingleMultiOrTest)0>, FRaycastSQAdditionalInputs, FDefaultAccelContainer>(UWorld const*, TSQTraits<Chaos

libUnreal.so (FGenericPhysicsInterface::RaycastSingle(UWorld const*, FHitResult&, UE::Math::TVector<double>, UE::Math::TVector<double>, ECollisionChannel, FCollisionQueryParams const&, FCollisionRespo

libUnreal.so (UKismetSystemLibrary::LineTraceSingle(UObject const*, UE::Math::TVector<double>, UE::Math::TVector<double>, ETraceTypeQuery, bool, TArray<AActor*, TSizedDefaultAllocator<32>> const&, EDr

libUnreal.so (UGjBPLibrary::GetHitLocation(UObject*, UE::Math::TVector<double> const&, float, ETraceTypeQuery, bool)+428) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

libUnreal.so (UGjSpringArmComponent::UpdateDesiredArmLocation(bool, bool, bool, float)+3536) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

libUnreal.so (FActorComponentTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const&)+324) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

libUnreal.so (FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const&)+288) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

libUnreal.so (TGraphTask<FTickFunctionTask>::ExecuteTask()+60) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

libUnreal.so (UE::Tasks::Private::FTaskBase::TryExecuteTask()+348) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

libUnreal.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+1988) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

libUnreal.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+244) (BuildId: e8351ec03457e37ad33267760dd91151a134c18c)

重现步骤
在UE5.5 的 安卓项目中 ,在刚进入场景或者游戏过程中,如果调用到 LineTraceSingle 去做一些射线检测的话,会有概率出现Chaos 的崩溃,崩溃信息如下,请问该如何解决。

您好,抱歉前段时间在休假回复晚了

我在公司内部的jira系统里找到了类似的堆栈(不过都是linux下的),但这个问题暂时还没解决

请问您那边有相关的复现工程吗?可以在公版引擎下复现的,我们可以试着再看看