How to fix a crash when a ClippedCamera moves through a StaticBody+CollisionShape?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By CollinOmmen

The editor crashes when I perform the following steps from a new project:

  1. For the new scene, select “3D Scene” as the root node.
  2. Add a StaticBody as a child node to the Spatial node.
  3. Add a CollisionShape as a child node to the StaticBody.
  4. Set the CollisionShape’s Shape to “New BoxShape”.
  5. Add a ClippedCamera as a child node to the Spatial node.
  6. Move the ClippedCamera by dragging the directional arrows with the mouse.

I then get the following dump to the console:

CrashHandlerException: Program crashed
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] btCollisionWorld::objectQuerySingleInternal (c:\godot\thirdparty\bullet\bulletcollision\collisiondispatch\btcollisionworld.cpp:661)
[1] btCollisionWorld::objectQuerySingle (c:\godot\thirdparty\bullet\bulletcollision\collisiondispatch\btcollisionworld.cpp:614)
[2] btSingleSweepCallback::process (c:\godot\thirdparty\bullet\bulletcollision\collisiondispatch\btcollisionworld.cpp:1089)
[3] BroadphaseRayTester::Process (c:\godot\thirdparty\bullet\bulletcollision\broadphasecollision\btdbvtbroadphase.cpp:229)
[4] btDbvt::rayTestInternal<BroadphaseRayTester> (c:\godot\thirdparty\bullet\bulletcollision\broadphasecollision\btdbvt.h:1054)
[5] btDbvtBroadphase::rayTest (c:\godot\thirdparty\bullet\bulletcollision\broadphasecollision\btdbvtbroadphase.cpp:264)
[6] btCollisionWorld::convexSweepTest (c:\godot\thirdparty\bullet\bulletcollision\collisiondispatch\btcollisionworld.cpp:1162)
[7] BulletPhysicsDirectSpaceState::cast_motion (c:\godot\modules\bullet\space_bullet.cpp:180)
[8] ClippedCamera::_notification (c:\godot\scene\3d\camera.cpp:747)
[9] ClippedCamera::_notificationv (c:\godot\scene\3d\camera.h:179)
[10] Object::notification (c:\godot\core\object.cpp:980)
[11] SceneTree::_notify_group_pause (c:\godot\scene\main\scene_tree.cpp:960)
[12] SceneTree::iteration (c:\godot\scene\main\scene_tree.cpp:473)
[13] Main::iteration (c:\godot\main\main.cpp:1770)
[14] OS_Windows::run (c:\godot\platform\windows\os_windows.cpp:2735)
[15] widechar_main (c:\godot\platform\windows\godot_win.cpp:150)
[16] _main (c:\godot\platform\windows\godot_win.cpp:172)
[17] main (c:\godot\platform\windows\godot_win.cpp:184)
[18] __scrt_common_main_seh (f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283)
[19] BaseThreadInitThunk
[20] RtlValidSecurityDescriptor
-- END OF BACKTRACE --

It also may be worth noting that upon opening the project, I get the following warning:

WARNING: Control::grab_focus: This control can't grab focus. Use set_focus_mode() to allow a control to get focus.
     At: scene\gui\control.cpp:2067

This is my first attempt at a Godot Engine project, so I really am at a loss for what to do. Is there something that can be done to resolve this?

While I’m on mobile, I can’t seem to find this error on the Godot engine issue tracker. If you can (or you haven’t already), file an issue there, including the version of the engine, the steps you took to get the error, and the stack trace.

Ertain | 2018-09-30 23:40

Okay, thank you, I will do that. In fact, during the process of filing the issue, I realized that I hadn’t actually gotten a stable release of the engine. I just grabbed the project from git and built from master. That’s probably my biggest issue in hindsight, but I’ll submit the issue still with the commit hash in case it helps.

CollinOmmen | 2018-10-01 00:16