Note :
Reopening the level sequence causes ensure failed. (also see callstack)
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->IsHandleValid(InstanceHandle) [File:E:/dev/UnrealEngine-4.26.0/Engine/Source/Runtime/MovieScene/Private/EntitySystem/MovieSceneSpawnablesSystem.cpp] [Line: 174]
The same operation works fine on 4.25. And the licensee wants it to work correctly without a transform track.
The spawnable actor remains undeleted
> [Inline Frame] UE4Editor-MovieScene.dll!UMovieSceneSpawnablesSystem::OnRun::_l2::<lambda_f8bbb0465dfb43e73075e6da2c9bd285>:[Image Removed])::l3::<lambda_316140e09360e10f819d0fc4ec28e2a2>::operator()() Line 174 C++ Symbols loaded.> [Inline Frame] UE4Editor-MovieScene.dll!UMovieSceneSpawnablesSystem::OnRun::l2::<lambda_f8bbb0465dfb43e73075e6da2c9bd285>:[Image Removed])::l3::<lambda_316140e09360e10f819d0fc4ec28e2a2>::operator()() Line 174 C++ Symbols loaded. [Inline Frame] UE4Editor-MovieScene.dll!UMovieSceneSpawnablesSystem::OnRun::l2::<lambda_f8bbb0465dfb43e73075e6da2c9bd285>::operator()(UE::MovieScene::FInstanceHandle InstanceHandle, const FGuid &) Line 174 C++ Symbols loaded. UE4Editor-MovieScene.dll!UE::MovieScene::TEntityTaskComponentsImpl<TIntegerSequence<int,0,1>,UE::MovieScene::TRead<UE::MovieScene::FInstanceHandle>,UE::MovieScene::TRead<FGuid>>::Iterate_PerEntityImpl<<lambda_f8bbb0465dfb43e73075e6da2c9bd285> &>(UE::MovieScene::FEntityManager * EntityManager, const UE::MovieScene::FEntityComponentFilter & Filter, UMovieSceneSpawnablesSystem::OnRun::l2::<lambda_f8bbb0465dfb43e73075e6da2c9bd285> & InCallback) Line 677 C++ Symbols loaded. [Inline Frame] UE4Editor-MovieScene.dll!UE::MovieScene::TFilteredEntityTask<UE::MovieScene::TRead<UE::MovieScene::FInstanceHandle>,UE::MovieScene::TRead<FGuid>>::Iterate_PerEntity(UE::MovieScene::FEntityManager * EntityManager, UMovieSceneSpawnablesSystem::OnRun::l2::<lambda_f8bbb0465dfb43e73075e6da2c9bd285> &) Line 1069 C++ Symbols loaded. UE4Editor-MovieScene.dll!UMovieSceneSpawnablesSystem::OnRun(UE::MovieScene::FSystemTaskPrerequisites & InPrerequisites, UE::MovieScene::FSystemSubsequentTasks & Subsequents) Line 183 C++ Symbols loaded. UE4Editor-MovieScene.dll!UMovieSceneEntitySystem::Run(UE::MovieScene::FSystemTaskPrerequisites & InPrerequisites, UE::MovieScene::FSystemSubsequentTasks & Subsequents) Line 339 C++ Symbols loaded. UE4Editor-MovieScene.dll!FMovieSceneEntitySystemGraph::ExecutePhase<TArray<unsigned short,TInlineAllocator<4,TSizedDefaultAllocator<32>>>>(const TArray<unsigned short,TInlineAllocator<4,TSizedDefaultAllocator<32>>> & SortedEntries, UMovieSceneEntitySystemLinker * Linker, TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,TSizedDefaultAllocator<32>>> & OutTasks) Line 716 C++ Symbols loaded. [Inline Frame] UE4Editor-MovieScene.dll!FMovieSceneEntitySystemGraph::ExecutePhase(UE::MovieScene::ESystemPhase) Line 664 C++ Symbols loaded. UE4Editor-MovieScene.dll!FMovieSceneEntitySystemRunner::GameThread_SpawnPhase() Line 294 C++ Symbols loaded. UE4Editor-MovieScene.dll!FMovieSceneEntitySystemRunner::GameThread_ProcessQueue() Line 249 C++ Symbols loaded. UE4Editor-MovieScene.dll!FMovieSceneEntitySystemRunner::DoFlushUpdateQueueOnce() Line 168 C++ Symbols loaded. UE4Editor-MovieScene.dll!FMovieSceneEntitySystemRunner::Flush() Line 138 C++ Symbols loaded. UE4Editor-MovieScene.dll!FMovieSceneRootEvaluationTemplateInstance::Evaluate(FMovieSceneContext Context, IMovieScenePlayer & Player) Line 113 C++ Symbols loaded. UE4Editor-Sequencer.dll!FSequencer::EvaluateInternal(FMovieSceneEvaluationRange InRange, bool bHasJumped) Line 3100 C++ Symbols loaded. UE4Editor-Sequencer.dll!FSequencer::Tick(float InDeltaTime) Line 783 C++ Symbols loaded. UE4Editor-UnrealEd.dll!FTickableEditorObject::TickObjects(const float DeltaSeconds) Line 45 C++ Symbols loaded. UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1501 C++ Symbols loaded. UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ Symbols loaded. UE4Editor.exe!FEngineLoop::Tick() Line 4834 C++ Symbols loaded. [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ Symbols loaded. UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 169 C++ Symbols loaded. UE4Editor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 137 C++ Symbols loaded. UE4Editor.exe!WinMain(HINSTANCE_ * hInInstance, HINSTANCE__ * hPrevInstance, char * _formal, int nCmdShow) Line 268 C++ Symbols loaded. [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ Symbols loaded. UE4Editor.exe!_scrt_common_main_seh() Line 288 C++ Symbols loaded.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-107477 in the post.
1 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.26 |
Target Fix | 4.26.2 |
Created | Feb 1, 2021 |
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Resolved | Feb 2, 2021 |
Updated | Apr 27, 2021 |