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4.5 [Crash+Repro] with Animation Sequence asset

This is new for 4.5 preview, does not happen in 4.4.3. Reproducible project attached - just browse to the animation sequence and try to open it: Project zip (I can provide the source FBX if needed)

I'm geting an assert inside AnimationSequence.cpp:801:

     const int32 PoseBoneIndex = SkeletonToPoseBoneIndexArray[SkeletonBoneIndex];

Because SkeletonBoneIndex is 14, and the array is size 5 (there are 5 bones in the Skeleton).

The source build call stack:

UE4Editor-Core-Win64-Debug.dll!StaticFailDebug(const wchar_t * Error, const char * File, int Line, const wchar_t * Description, bool bIsEnsure) Line 186    C++
UE4Editor-Core-Win64-Debug.dll!FDebug::AssertFailed(const char * Expr, const char * File, int Line, const wchar_t * Format, ...) Line 220    C++
UE4Editor-Engine-Win64-Debug.dll!UAnimSequence::GetBonePose(TArray & OutAtoms, const FBoneContainer & RequiredBones, const FAnimExtractContext & ExtractionContext) Line 801    C++
UE4Editor-Engine-Win64-Debug.dll!UAnimSequence::GetAnimationPose(TArray & OutAtoms, const FBoneContainer & RequiredBones, const FAnimExtractContext & ExtractionContext) Line 677    C++
UE4Editor-Engine-Win64-Debug.dll!FAnimationRuntime::GetPoseFromSequence(const UAnimSequenceBase * InSequence, const FBoneContainer & RequiredBones, TArray & ResultAtoms, const FAnimExtractContext & ExtractionContext) Line 383    C++
UE4Editor-Engine-Win64-Debug.dll!FAnimationRuntime::GetPoseFromBlendSpace(UBlendSpaceBase * BlendSpace, TArray & BlendSampleDataCache, FBoneContainer & RequiredBones, TArray & ResultAtoms) Line 590    C++
UE4Editor-Engine-Win64-Debug.dll!UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose(UBlendSpaceBase * BlendSpace, TArray & BlendSampleDataCache, FA2Pose & Pose) Line 604    C++
UE4Editor-Engine-Win64-Debug.dll!UAnimSingleNodeInstance::NativeEvaluateAnimation(FPoseContext & Output) Line 313    C++
UE4Editor-Engine-Win64-Debug.dll!UAnimInstance::EvaluateAnimation(FPoseContext & Output) Line 483    C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::EvaluateAnimation(const USkeletalMesh * InSkeletalMesh, UAnimInstance * InAnimInstance, TArray & OutLocalAtoms, TArray & OutVertexAnims, FVector & OutRootBoneTranslation) Line 839    C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::PerformAnimationEvaluation(const USkeletalMesh * InSkeletalMesh, UAnimInstance * InAnimInstance, TArray & OutSpaceBases, TArray & OutLocalAtoms, TArray & OutVertexAnims, FVector & OutRootBoneTranslation) Line 904    C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction * TickFunction) Line 980    C++
UE4Editor-UnrealEd-Win64-Debug.dll!FBlendSpaceThumbnailScene::SetBlendSpace(UBlendSpaceBase * InBlendSpace) Line 678    C++
UE4Editor-UnrealEd-Win64-Debug.dll!UBlendSpaceThumbnailRenderer::Draw(UObject * Object, int X, int Y, unsigned int Width, unsigned int Height, FRenderTarget * RenderTarget, FCanvas * Canvas) Line 26    C++
UE4Editor-UnrealEd-Win64-Debug.dll!ThumbnailTools::RenderThumbnail(UObject * InObject, const unsigned int InImageWidth, const unsigned int InImageHeight, ThumbnailTools::EThumbnailTextureFlushMode::Type InFlushMode, FTextureRenderTargetResource * InTextureRenderTargetResource, FObjectThumbnail * OutThumbnail) Line 3460    C++
UE4Editor-UnrealEd-Win64-Debug.dll!FAssetThumbnailPool::Tick(float DeltaTime) Line 893    C++
UE4Editor-ContentBrowser-Win64-Debug.dll!SAssetView::Tick(const FGeometry & AllottedGeometry, const double InCurrentTime, const float InDeltaTime) Line 905    C++
UE4Editor-SlateCore-Win64-Debug.dll!SWidget::TickWidgetsRecursively(const FGeometry & AllottedGeometry, const double InCurrentTime, const float InDeltaTime) Line 257    C++

The launcher build stack: MachineId:C1809C3F42407506509549AD98DA448F EpicAccountId:01c53909253245dbaebe6606e81b65cb

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 536] Array index out of bounds: 14 from an array of size 5

KERNELBASE + 23544 bytes UE4Editor_Core + 3175412 bytes UE4Editor_Core + 1678104 bytes UE4Editor_Core + 1567474 bytes UE4Editor_Engine + 11266833 bytes UE4Editor_Engine + 11263283 bytes UE4Editor_Engine + 10916123 bytes UE4Editor_Engine + 11309201 bytes UE4Editor_AnimGraph + 245275 bytes UE4Editor_Engine + 10837371 bytes UE4Editor_Engine + 7189081 bytes UE4Editor_Engine + 7352975 bytes UE4Editor_Engine + 7381168 bytes UE4Editor_UnrealEd + 6412993 bytes UE4Editor_Engine + 8156876 bytes UE4Editor_Engine + 7448542 bytes UE4Editor_Engine + 1589383 bytes UE4Editor_Engine + 1651174 bytes UE4Editor_Engine + 8778950 bytes UE4Editor_Engine + 8828651 bytes UE4Editor_Core + 749748 bytes UE4Editor_Core + 750141 bytes UE4Editor_Core + 873493 bytes UE4Editor_Engine + 9059541 bytes UE4Editor_Engine + 8970665 bytes UE4Editor_Engine + 8981525 bytes UE4Editor_Engine + 5590310 bytes UE4Editor_Engine + 5619039 bytes UE4Editor_Persona + 1142235 bytes UE4Editor_UnrealEd + 1896152 bytes UE4Editor_UnrealEd + 6486294 bytes UE4Editor!FEngineLoop::Tick() + 3524 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129] UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Product Version: Not Selected
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myproject2.zip (923.3 kB)
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asked Oct 07 '14 at 05:27 PM in Bug Reports

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cgrebeld
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Hey cgrebeld,

I reproduced the crash with your project, so I went ahead and reported it internally. We'll get someone on it ASAP. Thanks for the report!

Jonathan

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answered Oct 08 '14 at 08:04 PM

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