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4.11 Crash

I keep getting this crash in 4.11 No idea what's going on. It seems to crash when I defeat an enemy in game.

MachineId:8DB8A2D041B87A62FD9A099B221149B5 EpicAccountId:cadf0931aa3d493aa662a466e66fc52f

Assertion failed: bPlayingBackwards ? (CurrentPosition <= PreviousPosition) : (CurrentPosition >= PreviousPosition) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\Animation\AnimSequenceBase.cpp] [Line: 143] in Animsequence Demon_01_Anim_death_2

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430] UE4Editor_Engine!UAnimSequenceBase::GetAnimNotifies() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animsequencebase.cpp:143] UE4Editor_Engine!UAnimSequenceBase::HandleAssetPlayerTickedInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animsequencebase.cpp:526] UE4Editor_Engine!UAnimSequence::HandleAssetPlayerTickedInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animsequence.cpp:910] UE4Editor_Engine!UAnimSequenceBase::TickAssetPlayer() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animsequencebase.cpp:270] UE4Editor_Engine!FAnimInstanceProxy::TickAssetPlayerInstances() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:363] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimation() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:626] UE4Editor_Engine!UAnimInstance::UpdateAnimation() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\animation\animinstance.cpp:389] UE4Editor_Engine!USkeletalMeshComponent::TickAnimation() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:561] UE4Editor_Engine!USkeletalMeshComponent::TickPose() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:634] UE4Editor_Engine!USkinnedMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skinnedmeshcomponent.cpp:531] UE4Editor_Engine!USkeletalMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:674] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper< >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\classes\gameframework\actor.h:2721] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:710] UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:228] UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:779] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:526] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:1534] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:486] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:1373] UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:702] UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:1185] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1356] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2641] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\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

Product Version: UE 4.11 Preview
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asked Mar 07 '16 at 09:38 PM in Bug Reports

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Danii_Dev
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avatar image Rudy Q ♦♦ STAFF Mar 07 '16 at 09:54 PM

Hello liondog,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in clean project?

  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?

  3. Could you provide screen shots of any blueprints that may be involved with this issue?

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1 answer: sort voted first

Hello liondog,

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.

Thank you.

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answered Mar 11 '16 at 04:04 PM

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Rudy Q ♦♦ STAFF
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