Hi!
My game randomly crashes with the error and callstack shown below. I would normally run a binary search to find the cause, but it takes from 1-30+ mins to crash and sometimes it doesn’t. I tried forcing garbage collection every frame but no difference.
Any help / tip would be much appreciated! I don’t know where to start looking
I’m on UE 5.1.1.
SingleParticlePhysicsProxy.h EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000040
SingleParticlePhysicsProxy.h
//Returns the underlying game thread particle. Note this should only be needed for internal book keeping type tasks. API may change, use GetGameThreadAPI instead
const PARTICLE_TYPE* GetParticle_LowLevel() const
{
return Particle.Get(); <--- Here's the expection!
}
|>|UnrealEditor-Chaos.dll!Chaos::FSingleParticlePhysicsProxy::GetParticle_LowLevel() Line 149|C++|
|---|---|---|
| |UnrealEditor-Engine.dll!FPhysInterface_Chaos::LineTrace_Geom::__l13::<lambda>(Chaos::FSingleParticlePhysicsProxy * const & Actor) Line 1045|C++|
| |[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,void __cdecl(Chaos::FSingleParticlePhysicsProxy * const &)>::operator()(Chaos::FSingleParticlePhysicsProxy * const &) Line 602|C++|
| |UnrealEditor-Engine.dll!FPhysInterface_Chaos::ExecuteRead(Chaos::FSingleParticlePhysicsProxy * const & InActorReference, TFunctionRef<void __cdecl(Chaos::FSingleParticlePhysicsProxy * const &)> InCallable) Line 680|C++|
| |UnrealEditor-Engine.dll!FPhysInterface_Chaos::LineTrace_Geom(FHitResult & OutHit, const FBodyInstance * InInstance, const UE::Math::TVector<double> & WorldStart, const UE::Math::TVector<double> & WorldEnd, bool bTraceComplex, bool bExtractPhysMaterial) Line 1072|C++|
| |UnrealEditor-Engine.dll!FBodyInstance::LineTrace(FHitResult & OutHit, const UE::Math::TVector<double> & Start, const UE::Math::TVector<double> & End, bool bTraceComplex, bool bReturnPhysicalMaterial) Line 3541|C++|
| |UnrealEditor-Engine.dll!UPrimitiveComponent::LineTraceComponent(FHitResult & OutHit, const UE::Math::TVector<double> Start, const UE::Math::TVector<double> End, const FCollisionQueryParams & Params) Line 2837|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!UChaosWheeledVehicleSimulation::PerformSuspensionTraces(const TArray<Chaos::FSuspensionTrace,TSizedDefaultAllocator<32>> & SuspensionTrace, FCollisionQueryParams & TraceParams, FCollisionResponseContainer & CollisionResponse, TArray<FWheelTraceParams,TSizedDefaultAllocator<32>> & WheelTraceParams) Line 427|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!UChaosWheeledVehicleSimulation::UpdateSimulation(float DeltaTime, const FChaosVehicleDefaultAsyncInput & InputData, Chaos::FRigidBodyHandle_Internal * Handle) Line 241|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!UChaosVehicleSimulation::TickVehicle(UWorld * WorldIn, float DeltaTime, const FChaosVehicleDefaultAsyncInput & InputData, FChaosVehicleAsyncOutput & OutputData, Chaos::FRigidBodyHandle_Internal * Handle) Line 139|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!UChaosWheeledVehicleSimulation::TickVehicle(UWorld * WorldIn, float DeltaTime, const FChaosVehicleDefaultAsyncInput & InputData, FChaosVehicleAsyncOutput & OutputData, Chaos::FRigidBodyHandle_Internal * Handle) Line 174|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!FChaosVehicleDefaultAsyncInput::Simulate(UWorld * World, const float DeltaSeconds, const float TotalSeconds, bool & bWakeOut) Line 1695|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!FChaosVehicleManagerAsyncCallback::OnPreSimulate_Internal::__l2::<lambda>(int Idx) Line 71|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!UE::Core::Private::Function::TFunctionRefCaller<void <lambda>(int),void __cdecl(int)>::Call(void * Obj, int & <Params_0>) Line 475|C++|
| |[Inline Frame] UnrealEditor-Chaos.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,void __cdecl(int)>::operator()(int <Params_0>) Line 602|C++|
| |UnrealEditor-Chaos.dll!Chaos::PhysicsParallelFor::__l2::<lambda>(int Idx) Line 76|C++|
| |[Inline Frame] UnrealEditor-Chaos.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,void __cdecl(int)>::operator()(int <Params_0>) Line 602|C++|
| |[Inline Frame] UnrealEditor-Chaos.dll!ParallelForImpl::CallBody(const TFunctionRef<void __cdecl(int)> &) Line 80|C++|
| |UnrealEditor-Chaos.dll!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,<lambda_06f0d5d1c5fc9bccb0e7d1fd1e70ca42>,std::nullptr_t>(const wchar_t * DebugName, int Num, int MinBatchSize, TFunctionRef<void __cdecl(int)> Body, ParallelFor::__l2::<lambda_06f0d5d1c5fc9bccb0e7d1fd1e70ca42> CurrentThreadWorkToDoBeforeHelping, EParallelForFlags Flags, const TArrayView<std::nullptr_t,int> & Contexts) Line 135|C++|
| |UnrealEditor-Chaos.dll!ParallelFor(int Num, TFunctionRef<void __cdecl(int)> Body, bool bForceSingleThread, bool bPumpRenderingThread) Line 453|C++|
| |UnrealEditor-Chaos.dll!Chaos::PhysicsParallelFor(int InNum, TFunctionRef<void __cdecl(int)> InCallable, bool bForceSingleThreaded) Line 78|C++|
| |UnrealEditor-ChaosVehicles-Win64-DebugGame.dll!FChaosVehicleManagerAsyncCallback::OnPreSimulate_Internal() Line 79|C++|
| |[Inline Frame] UnrealEditor-Chaos.dll!Chaos::ISimCallbackObject::PreSimulate_Internal() Line 65|C++|
| |UnrealEditor-Chaos.dll!Chaos::FPhysicsSolverBase::ApplyCallbacks_Internal() Line 462|C++|
| |UnrealEditor-Chaos.dll!Chaos::AdvanceOneTimeStepTask::DoWork() Line 324|C++|
| |UnrealEditor-Chaos.dll!Chaos::FPBDRigidsSolver::AdvanceSolverBy(const Chaos::FSubStepInfo & SubStepInfo) Line 957|C++|
| |UnrealEditor-Chaos.dll!Chaos::FPhysicsSolverAdvanceTask::AdvanceSolver() Line 139|C++|
| |[Inline Frame] UnrealEditor-Chaos.dll!Chaos::FPhysicsSolverAdvanceTask::DoTask(ENamedThreads::Type) Line 129|C++|
| |UnrealEditor-Chaos.dll!TGraphTask<Chaos::FPhysicsSolverAdvanceTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1348|C++|
| |[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 950|C++|
| |UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::QueueTask::__l5::<lambda>() Line 2051|C++|
| |[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::FTask::Init::__l15::<lambda_17c904c32264d0348d15245fba0e1bff>::operator()(const bool) Line 504|C++|
| |[Inline Frame] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FTask::Init::__l15::<lambda_17c904c32264d0348d15245fba0e1bff> &) Line 47|C++|
| |[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_17c904c32264d0348d15245fba0e1bff>,0>::Call(void *) Line 162|C++|
| |UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_17c904c32264d0348d15245fba0e1bff>,0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Line 171|C++|
| |[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Line 308|C++|
| |UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Line 656|C++|
| |UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * & InOutTask) Line 162|C++|
| |UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork, bool bDisableThrottleStealing) Line 361|C++|
| |UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * ExternalWorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Line 402|C++|
| |[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_0a548c7e497de3cc77a9e48080e1524f>::operator()() Line 90|C++|
| |[Inline Frame] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_0a548c7e497de3cc77a9e48080e1524f> &) Line 47|C++|
| |UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call(void * Obj) Line 475|C++|
| |[Inline Frame] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 602|C++|
| |UnrealEditor-Core.dll!FThreadImpl::Run() Line 67|C++|
| |UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149|C++|
| |UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71|C++|
| |[External Code]||
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