Matinee Actor crashes upon opening

I work on Unreal Engine 4.10.0

This is a school project so I have yet to request my school to update the engine to the latest 4.10.2

I was working on some basic animation in a Matinee Actor just before the crash, in which I have many other animation including some that was imported from Maya. Everything was fine at that point of time.

When I was trying to build the scene, an error saying my system is low on memory appeared. It suggested me to close off Unreal Engine but I proceeded to close other applications on my computer and clicked Cancel instead.
The build finished off much quicker than expected. And immediately after, I tried to open up the same Matinee, and it crashed.

Things I have tried:

  • Rebuilding the scene and reopening
  • Other matinee actors can be opened without any issues
  • Duplicating the matinee actor and opening it
  • Deleting some of the actors associated with the most recent
    animation I was working on
  • Reopening the project in another
    computer with the same engine version
  • Deleting the ‘saved’ folder and rebuilding the scene, then opening the Matinee

The project submission deadline is very soon. I hope someone could offer some help. Thank you for your time and patience!

This is the crash report

MachineId:72E4129D4B3F2BFA335497BACD0B7055
EpicAccountId:192bd64243584f93890f17e6334357b8

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

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678]
Array in

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_Engine!AMatineeActor::UpdateInterpForParentMovementTracks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\interpolation.cpp:950]
UE4Editor_Engine!AMatineeActor::SetupCameraCuts() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\interpolation.cpp:989]
UE4Editor_Engine!AMatineeActor::InitInterp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\interpolation.cpp:896]
UE4Editor_Matinee!FMatinee::InitMatinee() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\matinee\private\matinee.cpp:523]
UE4Editor_Matinee!FMatineeModule::CreateMatinee() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\matinee\private\matineemodule.cpp:48]
UE4Editor_UnrealEd!FEdModeInterpEdit::InitInterpMode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editormodeinterpolation.cpp:136]
UE4Editor_UnrealEd!UEditorEngine::OpenMatinee() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:3395]
UE4Editor_LevelEditor!FLevelEditorToolBar::OnCinematicsActorPicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\leveleditor\private\leveleditortoolbar.cpp:2132]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_SceneOutliner!UE4Function_Private::TFunctionRefCaller< const ,void cdecl(SceneOutliner::FActorTreeItem const & ptr64)>::Call() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\templates\function.h:193]
UE4Editor_SceneOutliner!SceneOutliner::OnSceneOutlinerItemClicked() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\sceneoutliner\private\sceneoutlinermodule.cpp:17]
UE4Editor_SceneOutliner!TBaseStaticDelegateInstance cdecl(TSharedRef),TBaseDelegate >::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:853]
UE4Editor_SceneOutliner!TBaseStaticDelegateInstance),TBaseDelegate >::ExecuteIfSafe() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:919]
UE4Editor_SceneOutliner!TBaseDelegate >::ExecuteIfBound() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:482]
UE4Editor_SceneOutliner!SceneOutliner::SSceneOutliner::OnOutlinerTreeSelectionChanged() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\sceneoutliner\private\ssceneoutliner.cpp:1560]
UE4Editor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SceneOutliner::SSceneOutliner,0,TTypeWrapper cdecl(TSharedPtr,enum ESelectInfo::Type)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SceneOutliner::SSceneOutliner,0,void cdecl(TSharedPtr,enum ESelectInfo::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_SceneOutliner!TBaseDelegate,enum ESelectInfo::Type>::ExecuteIfBound() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:482]
UE4Editor_SceneOutliner!SListView >::Private_SignalSelectionChanged() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\slistview.h:609]
UE4Editor_SceneOutliner!STableRow >::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\stablerow.h:446]
UE4Editor_SceneOutliner!SceneOutliner::SSceneOutlinerTreeRow::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\sceneoutliner\private\soutlinertreeview.cpp:211]
UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4266]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4663]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4641]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1404]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1709]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:707]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:629]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Issue Resolved

I have resolved the issue by deleting the cameras that were associated with the skeletal mesh I attached them to. Those were camera rigs I used to transfer the camera animation from Maya to Unreal. Apparently I keyed some of those cameras which caused the Matinee to crash.

I found out the root of the issue when I was recreating a Matinee sequence and the same crashing occurred to that particular Matinee so I started off by deleting the skeletal meshes holding the camera which didn’t work so I tried to delete the cameras instead.