UE4 Crash on Montage Branch point

Hi Guys,

I am trying to script an event for an animation, my character has a bow, but I got the character in two parts the character and the character with the bow(yea i know probably not the easiest way to do it) but what I am trying to do is switch the mesh at the point of an animation using a branching point followed but switching the mesh and it plays to the branching point and crashes

here is the crash log

link text

Any ideas would be marvelous

Hey stagdage,

I’d like to clarify for my own purposes, but you’re saying you have two skeletal meshes using the same . And you’re trying to swap the skeletal mesh in game when you blend to a state in a state machine and/or when you blend to a bow animation?

Any chance you could migrate your CharacterBP into a blank project and set up and example to send to me? If so, then you can upload it to a filesharing service and PM me the link.

(Also, what I’d do is recreate the bow as it’s own standalone skeletal mesh that uses the same as the Character, then spawn that mesh in the Character BP and use Set Master Pose component. Just a thought)

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Hi stagdage,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

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