I'm getting this error in every tick, and it results in 200mb log files as there are 30-40 agents active on the map and this error always loops for all the agents.
I will be very glad if someone can help me on this.
The 'bishop_crowd' archetype is the same as the default one, instead it has a physic asset assigned and the collision settings are like this:

and the kismet properties if its relevant

Also; At UTGameCrowdAgent.uc there is a line:
SkeletalMeshComponent.UpdateRBBonesFromSpaceBases( TRUE, TRUE);
Is the error about this value?
Code:
[0108.13] Error: Can't call UpdateRBBonesFromSpaceBases() on (UTGameCrowdAgent_151)->(SkeletalMeshComponent_216) during async work! [0108.13] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 1223: PhysicsSDK: NpActor::moveGlobalPose: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0108.13] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 1223: PhysicsSDK: NpActor::moveGlobalPose: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0108.13] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 1223: PhysicsSDK: NpActor::moveGlobalPose: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0108.13] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 1223: PhysicsSDK: NpActor::moveGlobalPose: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0108.13] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 1223: PhysicsSDK: NpActor::moveGlobalPose: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
The 'bishop_crowd' archetype is the same as the default one, instead it has a physic asset assigned and the collision settings are like this:

and the kismet properties if its relevant

Also; At UTGameCrowdAgent.uc there is a line:
SkeletalMeshComponent.UpdateRBBonesFromSpaceBases( TRUE, TRUE);
Is the error about this value?
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