Animation with disabled Additive Layer Tracks fails to cook

An animation was imported into our project that contained Additive Layer Tracks that weren’t needed so the artist disabled the curve in editor. This caused cooking of that asset to result in a UAT error:
LogOutputDevice: Error: begin: stack for UAT

[11/30/2017 10:06:25]:
LogOutputDevice: Error: === Handled
ensure: === [11/30/2017 10:06:25]:
LogOutputDevice: Error: [11/30/2017
10:06:25]: LogOutputDevice: Error:
Ensure condition failed:
!DoesContainTransformCurves() ||
(RawAnimationData.Num()==0 ||
SourceRawAnimationData.Num() != 0)
[File:Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp]
[Line: 379] [11/30/2017 10:06:25]:
LogOutputDevice: Error: [11/30/2017
10:06:25]: LogOutputDevice: Error:
Stack: [11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000069C72976
UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump()
[engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000069A1123A
UE4Editor-Core.dll!FDebug::EnsureFailed()
[engine\source\runtime\core\private\misc\assertionmacros.cpp:298]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000069A2B906
UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse()
[engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000065D3BEBB
UE4Editor-Engine.dll!UAnimSequence::PreSave()
[engine\source\runtime\engine\private\animation\animsequence.cpp:379]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000068661007
UE4Editor-CoreUObject.dll!FPackageExportTagger::TagPackageExports()
[engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:2828]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000006864A586
UE4Editor-CoreUObject.dll!UPackage::Save()
[engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3523]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000063DAED3D
UE4Editor-UnrealEd.dll!UEditorEngine::Save()
[engine\source\editor\unrealed\private\editorengine.cpp:4208]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000063C712FE
UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage()
[engine\source\editor\unrealed\private\cookontheflyserver.cpp:3229]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000063C72643
UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackages()
[engine\source\editor\unrealed\private\cookontheflyserver.cpp:2300]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000063C7E587
UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide()
[engine\source\editor\unrealed\private\cookontheflyserver.cpp:1763]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000063B17F31
UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook()
[engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:902]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x0000000063B3F561
UE4Editor-UnrealEd.dll!UCookCommandlet::Main()
[engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:583]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000006AD2D25F
UE4Editor-Cmd.exe!FEngineLoop::PreInit()
[engine\source\runtime\launch\private\launchengineloop.cpp:2167]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000006AD2525A
UE4Editor-Cmd.exe!GuardedMain()
[engine\source\runtime\launch\private\launch.cpp:127]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000006AD254AA
UE4Editor-Cmd.exe!GuardedMainWrapper()
[engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000006AD32379
UE4Editor-Cmd.exe!WinMain()
[engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000006AD33193
UE4Editor-Cmd.exe!__scrt_common_main_seh()
[f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000008B3B13D2
KERNEL32.DLL!UnknownFunction
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [Callstack]
0x000000008BA654E4
ntdll.dll!UnknownFunction
[11/30/2017 10:06:25]:
LogOutputDevice: Error: [11/30/2017
10:06:25]: LogOutputDevice: Error:
end: stack for UAT

The curve data from the source control diff :

RawCurveData=(TransformCurves=((TranslationCurve=(FloatCurves[0]=(Keys=(())),FloatCurves[1]=(Keys=(())),FloatCurves[2]=(Keys=(())),CurveTypeFlags=32765),RotationCurve=(FloatCurves[0]=(Keys=((Value=89.999680))),FloatCurves[1]=(Keys=(())),FloatCurves[2]=(Keys=(()))),ScaleCurve=(FloatCurves[0]=(Keys=((Value=1.000000))),FloatCurves[1]=(Keys=((Value=1.000000))),FloatCurves[2]=(Keys=((Value=1.000000)))),Name=(DisplayName=“local_C0_0_jnt”),CurveTypeFlags=100)))

Hi,

Do you also get the same results if you import the animation without the curves? Does this also happen with the curves enabled?

-Thank you

If the animation is imported without curves at all, it works fine.
If the curves are enabled, works fine.

If the animation is imported without curves, empty curve is added then disabled but not deleted, then it also works fine.
We’re using FBX 2016/2017 that is included with Maya 2017 Update 4, using the Game FBX Export tool to export.

Hi,

Thank you for the info. Would it be possible to get a test asset you are experiencing this with as well as your exact repro steps? This will allow me to reproduce the issue on this end and bug it if it is one, as well as find what may be causing it.

-Thank you

How would you prefer I deliver the files since it needs to be done privately, according to our Legal Team?

Hi,

You can send me a stripped down version of the project(any assets that you have having this problem with, etc.) with your repro steps privately here. Once you send it to me, or if you have any questions let me know on this thread and I will take a look at it.

-Thank you

Sent a uasset that should be exhibiting the broken behavior on cooking.

Hi,

I am unable to use the uasset that was sent due to if that is imported alone into the engine(since it is only the animation) the mesh and skeleton are no longer “there”. I will need the FBX or the skeleton and mesh uassets with it(These can also be inboxed). I’ve posted a screenshot below to better illustrate it on my end(excluding the name of the file/details etc.)

-Thank you

Hi,

Due to how long this thread has remained inactive, I will be closing it out for tracking purposes. If you have any other questions or more information regarding the issue, feel free to reopen this thread.

-Thank you

I’m struggling with the same problem too, is there a way to fix this? I need the animations to work with their transformed curves.

We were experiencing an issue when the animation had been exported with empty curves that were then disabled, but not deleted. As far as I know, given a curve, this works just fine. Or delete the empty curves, don’t just disable them.

Do I do that to all my animations? and how can I delete the empty curves, how can I know if they are empty or not?

BTW, we are talking about bones transformed in the animations, not the 2d blend animations right?