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MPS crash: AtomActorInstance::UnregisterActor #346

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mcphedar opened this issue Apr 12, 2023 · 1 comment
Open

MPS crash: AtomActorInstance::UnregisterActor #346

mcphedar opened this issue Apr 12, 2023 · 1 comment
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kind/bug Something isn't working priority/major Major priority. Work that should be handled after all blocking and critical work is done.

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@mcphedar
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Describe the bug
I've hit this crash very intermittently (1/20 times maybe?) when going in and out of game mode in the Editor.

[Inline Frame] Atom_Feature_Common.Editor.dll!std::default_deleteAZ::Render::SkinnedMeshDispatchItem::operator()(AZ::Render::SkinnedMeshDispatchItem *) Line 3090 C++
[Inline Frame] Atom_Feature_Common.Editor.dll!std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem>::{dtor}() Line 3198 C++
[Inline Frame] Atom_Feature_Common.Editor.dll!AZStd::Internal::destroy<std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem> *,std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem>,0>::range(std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem> * first, std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem> * last) Line 61 C++
Atom_Feature_Common.Editor.dll!AZStd::vector<std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem>,AZStd::allocator>::~vector<std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem>,AZStd::allocator>() Line 336 C++
Atom_Feature_Common.Editor.dll!AZStd::Internal::fixed_non_trivial_storage<AZStd::vector<std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem>,AZStd::allocator>,10>::~fixed_non_trivial_storage<AZStd::vector<std::unique_ptr<AZ::Render::SkinnedMeshDispatchItem,std::default_deleteAZ::Render::SkinnedMeshDispatchItem>,AZStd::allocator>,10>() Line 255 C++
Atom_Feature_Common.Editor.dll!AZ::StableDynamicArrayAZ::Render::SkinnedMeshRenderProxy,512,AZStd::allocator::erase(AZ::StableDynamicArrayHandleAZ::Render::SkinnedMeshRenderProxy & handle) Line 128 C++
Atom_Feature_Common.Editor.dll!AZ::Render::SkinnedMeshFeatureProcessor::ReleaseSkinnedMesh(AZ::StableDynamicArrayHandleAZ::Render::SkinnedMeshRenderProxy & handle) Line 334 C++
EMotionFX_Atom.Editor.dll!AZ::Render::AtomActorInstance::UnregisterActor() Line 659 C++
EMotionFX_Atom.Editor.dll!AZ::Render::AtomActorInstance::Destroy() Line 506 C++
[Inline Frame] EMotionFX_Atom.Editor.dll!AZ::Render::AtomActorInstance::Deactivate() Line 201 C++
EMotionFX_Atom.Editor.dll!AZ::Render::AtomActorInstance::~AtomActorInstance() Line 72 C++
[External Code]
[Inline Frame] EMotionFX.Editor.dll!std::default_deleteEMotionFX::Integration::RenderActorInstance::operator()(EMotionFX::Integration::RenderActorInstance *) Line 3090 C++
[Inline Frame] EMotionFX.Editor.dll!std::unique_ptr<EMotionFX::Integration::RenderActorInstance,std::default_deleteEMotionFX::Integration::RenderActorInstance>::reset(EMotionFX::Integration::RenderActorInstance *) Line 3233 C++

EMotionFX.Editor.dll!EMotionFX::Integration::ActorComponent::DestroyActor() Line 535 C++
EMotionFX.Editor.dll!EMotionFX::Integration::ActorComponent::Deactivate() Line 293 C++
[Inline Frame] EditorLib.dll!AZ::Entity::DeactivateComponent(AZ::Component & component) Line 400 C++
EditorLib.dll!AZ::Entity::Deactivate() Line 242 C++
EditorLib.dll!AzFramework::GameEntityContextComponent::DestroyGameEntityInternal(const AZ::EntityId & entityId, bool destroyChildren) Line 321 C++
[Inline Frame] Multiplayer.Editor.dll!AZStd::Internal::INVOKE(void(AzFramework::GameEntityContextRequests::)(const AZ::EntityId &) &&) Line 177 C++
[Inline Frame] Multiplayer.Editor.dll!AZStd::invoke(void(AzFramework::GameEntityContextRequests::
)(const AZ::EntityId &) &&) Line 54 C++
[Inline Frame] Multiplayer.Editor.dll!AZ::EBusEventProcessingPolicy::Call(void(AzFramework::GameEntityContextRequests::)(const AZ::EntityId &) &&) Line 437 C++
Multiplayer.Editor.dll!AZ::Internal::EBusContainerAzFramework::GameEntityContextRequests,AzFramework::GameEntityContextRequests,0,0::Dispatcher<AZ::EBusAzFramework::GameEntityContextRequests,AzFramework::GameEntityContextRequests>::Broadcast<void (__cdecl AzFramework::GameEntityContextRequests::
)(AZ::EntityId const &),AZ::EntityId>(void(AzFramework::GameEntityContextRequests::)(const AZ::EntityId &) && func, AZ::EntityId && <args_0>) Line 1541 C++
Multiplayer.Editor.dll!Multiplayer::NetworkEntityManager::RemoveEntities() Line 421 C++
Multiplayer.Editor.dll!Multiplayer::NetworkEntityManager::ClearAllEntities() Line 187 C++
Multiplayer.Editor.dll!Multiplayer::MultiplayerSystemComponent::Terminate(AzNetworking::DisconnectReasonNamespace::DisconnectReason reason) Line 430 C++
EditorLib.dll!AZ::Console::DispatchCommand(AZStd::basic_string_view<char,AZStd::char_traits> command, const AZStd::fixed_vector<AZStd::basic_string_view<char,AZStd::char_traits>,64> & inputs, AZ::ConsoleSilentMode silentMode, AZ::ConsoleInvokedFrom invokedFrom, AZ::ConsoleFunctorFlags requiredSet, AZ::ConsoleFunctorFlags requiredClear) Line 482 C++
EditorLib.dll!AZ::Console::PerformCommand(AZStd::basic_string_view<char,AZStd::char_traits> command, const AZStd::fixed_vector<AZStd::basic_string_view<char,AZStd::char_traits>,64> & commandArgs, AZ::ConsoleSilentMode silentMode, AZ::ConsoleInvokedFrom invokedFrom, AZ::ConsoleFunctorFlags requiredSet, AZ::ConsoleFunctorFlags requiredClear) Line 113 C++
EditorLib.dll!AZ::Console::PerformCommand(const char * command, AZ::ConsoleSilentMode silentMode, AZ::ConsoleInvokedFrom invokedFrom, AZ::ConsoleFunctorFlags requiredSet, AZ::ConsoleFunctorFlags requiredClear) Line 83 C++
Multiplayer.Editor.dll!Multiplayer::MultiplayerEditorSystemComponent::OnEditorNotifyEvent(EEditorNotifyEvent event) Line 237 C++
EditorLib.dll!CEditorImpl::NotifyExcept(EEditorNotifyEvent event, IEditorNotifyListener * listener) Line 1322 C++
EditorLib.dll!CGameEngine::SwitchToInEditor() Line 591 C++
EditorLib.dll!CGameEngine::SetGameMode(bool bInGame) Line 660 C++
EditorLib.dll!CGameEngine::Update() Line 787 C++
EditorLib.dll!CCryEditApp::IdleProcessing(bool bBackgroundUpdate) Line 2372 C++
EditorLib.dll!CCryEditApp::OnIdle(long lCount) Line 2269 C++
EditorLib.dll!Editor::EditorQtApplication::maybeProcessIdle() Line 320 C++
[External Code]
EditorLib.dll!CryEditMain(int argc, char * * argv) Line 4067 C++
[Inline Frame] Editor.exe!AZStd::Internal::INVOKE(int(
)(int, char * ) &) Line 208 C++
[Inline Frame] Editor.exe!AZStd::invoke(int(
)(int, char * *) &) Line 54 C++
Editor.exe!main(int argc, char * * argv) Line 31 C++
Editor.exe!WinMain(HINSTANCE__ * formal, HINSTANCE * __formal, char * __formal, int __formal) Line 97 C++

Found in Branch
Stabilization/2305 .

@mcphedar mcphedar added kind/bug Something isn't working needs-triage Issue requires review labels Apr 12, 2023
@lmbr-pip lmbr-pip added priority/major Major priority. Work that should be handled after all blocking and critical work is done. and removed needs-triage Issue requires review labels Apr 13, 2023
@lmbr-pip
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Known issue, tracking frequency to understand priority.

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Labels
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