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What is this crash? AABBTreeBuildNode::subdivide()

Any thoughts on what this crash is related to would be much appreciated.



PhysX3PROFILE_x64!physx::Sq::AABBTreeBuildNode::subdivide() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbtree.cpp:227]
PhysX3PROFILE_x64!incrementalBuildHierarchy() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbtree.cpp:495]
PhysX3PROFILE_x64!physx::Sq::AABBTree::progressiveBuild() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbtree.cpp:530]
PhysX3PROFILE_x64!physx::Sq::AABBPruner::buildStep() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbpruner.cpp:628]
PhysX3PROFILE_x64!physx::Sq::SceneQueryManager::afterSync() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:438]
PhysX3PROFILE_x64!physx::NpScene::fetchResultsPostContactCallbacks() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\physx_3.4\source\physx\src
pscene.cpp:2249]
PhysX3PROFILE_x64!physx::NpScene::fetchResults() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\physx_3.4\source\physx\src
pscene.cpp:2324]
APEXFrameworkPROFILE_x64!nvidia::apex::ApexScene::fetchResults() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source	hirdparty\physx\apex_1.4\framework\src\apexscene.cpp:1377]
UE4Editor_Engine!FPhysScene::ProcessPhysScene() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1088]
UE4Editor_Engine!TBaseRawMethodDelegateInstance 0,FPhysScene,void __cdecl(enum ENamedThreads::Type,TRefCountPtr FGraphEvent const   __ptr64),enum EPhysicsSceneType::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:639]
UE4Editor_Engine!TBaseDelegate void,enum ENamedThreads::Type,TRefCountPtr FGraphEvent const   __ptr64::ExecuteIfBound() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:609]
UE4Editor_Engine!TGraphTask FDelegateGraphTask::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async	askgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async	askgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async	askgraph.cpp:679]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async	askgraph.cpp:1776]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private	icktaskmanager.cpp:525]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private	icktaskmanager.cpp:1437]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:730]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1356]
UE4Editor_Engine!UGameEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:1123]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2859]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll


That’s impossible to say from just the callstack. You’d need to describe a reliable way to reproduce the crash so someone can debug it, and since it seems to be an engine bug, post it over on answerhub.

Thats going to be kind of hard.
Ive been chasing crashes in my project for a while now, and this is the first time Ive even seen this one.
Particularly in this case, since the test was just letting the program run with AI controlled pawns fighting each other as an endurance test(I wanted to ensure if the AI continued working over very long play times), and I was away from the computer when it occurred.