Animation log spam

LogAnimation:Warning: FAnimNode_StateMachine::Update - Invalid current state, please report. Attempting to use state 0 in state machine 0  
LogAnimation:Warning:         When updating AnimInstance: AS_human_AnimBP_C_2

I’m not certain what triggered it but suddenly this warning is filling up my log when the game is not playing.

Top is the only state machine in the BP; bottom is the only portion of the BP event graph showing activity.
Once again, this is when the game is not playing.

Hey NullBlack,

The spam you’re getting when not playing is the editor processing the AnimBP preview. However I can’t reproduce your specific case here.

Would you mind uploading your project to google drive or dropbox and PMing me the link? If you don’t want to send the whole project, you can use the migrate feature on the AnimBP and migrate it to a blank project.

-.

Same thing happens to me too. Plus these:
I compile animBP successfully, then:
I put a print string or another node or change a node parameter on MainCharacterBP, then compile successfully.
Then when I click animBP again the editor crashes, I get many of these errors:

LogAnimation:Warning: FAnimNode_StateMachine::Update - Invalid current state, please report. Attempting to use state 0 in state machine 0
LogAnimation:Warning: When updating AnimInstance: WizardAnim_BP_C_3

But if I do the same procedure, but rather than changing tabs, I compile animBP, close it, add node to and compile mainCharacterBP, close it, then open animBP, the editor doesn’t crash, this definitely looks like a bug to me.

Can’t really upload project it’s 10 gb without autosave and backups, help please

My version: 4.8
I tried compiling and changing tabs with myPlayerController and animBP, nothing happened, tried with myPlayerController and MainCharacter, nothing happened, this crash only happens when I compile MainChar and animBP and change tabs. Btw while actually playing the game, animations work fine and there is no errors in log either.

These warnings appear even if no preview object selected on anim BP

Solution : Make a new anim blueprint, put the same nodes looking at your last animBP, (you will also need to change variables in other classes related to that old anim blueprint to the new animBP). But in new animBP, dont cast to your specific child character class, you need to try get pawn owner and cast to character from that.

Hi SongOfDeath,

Could you please report your crash as a separate AnswerHub post? We’d like to investigate this more.

-.