Overriding EvaluateComponentSpace causes engine to crash

This is a problem that i have been facing in both 4.15 and 4.16 .

Trying to override EvaluateComponentSpace within an animnode_base struct crashes the engine with an assertion failed . I am unable to create my ik system because of this problem . The following i tried :

  • Migrating my project to 4.16 from 4.15

  • Creating a fresh new project

  • Restarting and rebooting

  • Creating only blank implementations

    Assertion failed: false [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Classes\Animation/AnimNodeBase.h] [Line: 570]

    UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
    UE4Editor_Engine!FPoseLink::Evaluate() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\animation\animnodebase.cpp:221]
    UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimationNode() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:849]
    UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:839]
    UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\animation\animinstance.cpp:532]
    UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1403]
    UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1481]
    UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1689]
    UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:530]
    UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1816]
    UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1476]
    UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceInner() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:682]
    UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:913]
    UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:868]
    UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3283]
    UE4Editor_AnimationBlueprintEditor!FAnimationBlueprintEditor::Compile() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\animationblueprinteditor\private\animationblueprinteditor.cpp:908]
    UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
    UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:433]
    UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
    UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:305]
    UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::)(void) __ptr64>::operator()<>() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
    UE4Editor_Slate!TTupleImpl<TIntegerSequence >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::
    )(void) __ptr64> >() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:134]
    UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
    UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
    UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
    UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5075]
    UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:238]
    UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5064]
    UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5531]
    UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5508]
    UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1698]
    UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2120]
    UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:867]
    UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:714]
    user32
    user32
    UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:980]
    UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2977]
    UE4Editor!GuardedMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
    UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
    UE4Editor!WinMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
    kernel32
    ntdll

Evaluate doesnt cause any issues , whereas EvaluateComponentSpace does . I request anybody to just make a simple AnimGraphNode class and a Animnode struct simply overriding EvaluateComponentSpace to replicate the problem im having .