FABRIK Crash

I’ve noticed a strange behavior when using FABRIK node

. The debug lines are displayed even in game

and after a while the game crashes with this log:

Windows 7 / 64bit Unreal 4.7.6 binary version. [dmp file here][3]

[2015.04.21-14.06.55:233][ 85]LogCrashTracker:

[2015.04.21-14.06.55:233][ 85]LogThreadingWindows:Error: Runnable thread TaskGraphThread 1 crashed.
[2015.04.21-14.06.55:233][ 85]LogCrashTracker:

[2015.04.21-14.06.55:233][ 85]LogWindows: === Critical error: ===
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x04d55dec

UE4Editor-Engine.dll!ULineBatchComponent::DrawLine() (0x000007fee0e0b643) + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\linebatchcomponent.cpp:114]
UE4Editor-Engine.dll!DrawDebugBox() (0x000007fee0c04e82) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\drawdebughelpers.cpp:98]
UE4Editor-Engine.dll!FAnimNode_Fabrik::EvaluateBoneTransforms() (0x000007fee14217f7) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnode_fabrik.cpp:42]
UE4Editor-Engine.dll!FAnimNode_SkeletalControlBase::EvaluateComponentSpace() (0x000007fee1428924) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodeskeletalcontrolbase.cpp:62]
UE4Editor-Engine.dll!FComponentSpacePoseLink::EvaluateComponentSpace() (0x000007fee1428b0a) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodebase.cpp:143]
UE4Editor-Engine.dll!FAnimNode_SkeletalControlBase::EvaluateComponentSpace() (0x000007fee142888f) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodeskeletalcontrolbase.cpp:47]
UE4Editor-Engine.dll!FComponentSpacePoseLink::EvaluateComponentSpace() (0x000007fee1428b0a) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodebase.cpp:143]
UE4Editor-Engine.dll!FAnimNode_ConvertComponentToLocalSpace::Evaluate() (0x000007fee141f421) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodespaceconversions.cpp:35]
UE4Editor-Engine.dll!FPoseLink::Evaluate() (0x000007fee14208d8) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodebase.cpp:119]
UE4Editor-Engine.dll!FAnimNode_SaveCachedPose::Evaluate() (0x000007fee141feca) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnode_savecachedpose.cpp:58]
UE4Editor-Engine.dll!FPoseLink::Evaluate() (0x000007fee14208d8) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodebase.cpp:119]
UE4Editor-Engine.dll!FPoseLink::Evaluate() (0x000007fee14208d8) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodebase.cpp:119]
UE4Editor-Engine.dll!FPoseLink::Evaluate() (0x000007fee14208d8) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodebase.cpp:119]
UE4Editor-Engine.dll!FAnimNode_StateMachine::EvaluateState() (0x000007fee1428ef7) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:836]
UE4Editor-Engine.dll!FAnimNode_StateMachine::EvaluateTransitionStandardBlend() (0x000007fee142950f) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:602]
UE4Editor-Engine.dll!FAnimNode_StateMachine::Evaluate() (0x000007fee1420398) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:549]
UE4Editor-Engine.dll!FPoseLink::Evaluate() (0x000007fee14208d8) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animnodebase.cpp:119]
UE4Editor-Engine.dll!UAnimInstance::EvaluateAnimation() (0x000007fee13bda95) + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\animation\animinstance.cpp:509]
UE4Editor-Engine.dll!USkeletalMeshComponent::EvaluateAnimation() (0x000007fee0ff14af) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:855]
UE4Editor-Engine.dll!USkeletalMeshComponent::PerformAnimationEvaluation() (0x000007fee1017d93) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:920]
UE4Editor-Engine.dll!FParallelAnimationEvaluationTask::DoTask() (0x000007fee0fe5d93) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:60]
UE4Editor-Engine.dll!TGraphTask::ExecuteTask() (0x000007fee0ff307d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x000007fee3224fa5) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x000007fee322518d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor-Core.dll!FTaskThread::Run() (0x000007fee32339cb) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:562]
UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x000007fee3487346) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x000007fee347c32d) + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32.dll!UnknownFunction (0x00000000772e59cd) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007741b891) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007741b891) + 0 bytes [UnknownFile:0]

Crash in runnable thread TaskGraphThread 1

[2015.04.21-14.06.55:334][ 85]LogExit: Executing StaticShutdownAfterError
[2015.04.21-14.06.55:334][ 85]LogWindows:Error: Error reentered: Runnable thread TaskGraphThread 1 crashed.
[2015.04.21-14.06.55:334][ 85]LogWindows:Error: HandleError re-entered.
[2015.04.21-14.06.55:334][ 85]LogWindows: FPlatformMisc::RequestExit(1)
[2015.04.21-14.06.55:334][ 85]Log file closed, 04/21/15 16:06:55

Just for clarification: it crashes only if debug draw is checked on the FABRIK node. But the debug draw appearing in game is incorrect: it always appears around origin. Also, debug draw never disappears nor in game nor in preview in editor.

Hey berguina,

How long are you letting the editor run before it crashes?

-.

Hi ,

It crashes when you play in editor, pretty fast, maybe one-two minutes.

Hmm, I haven’t been able to reproduce the crash here using just a third person template. Do you think there could be something else in your project that isn’t playing well with debug draw?

If we can’t repro here, I might ask if you could send along your project. If you think that’d be ok, you can upload it and PM me the link.

-.

Marking as answered for tracking purposes due to inactivity. Please respond to this answer to re-open.

-.

seams turning on debug draw in Fabrik causes it to crash when launching the game. just fyi

Hey Spectral Ink,

After taking another crack at this, I got the crash immediately in newer builds. I entered UE-31585.

-.