Activating a Sequencer based Camera Shake repetitively results in an assertion being thrown.
Assertion failed: DestAllocationIndex != SourceAllocationIndex [File:D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneEntityManager.cpp] [Line: 1970]
Expected Results:
Camera continues to shake without resetting
Actual Results:
Editor Crashes with an assertion
Assertion failed: DestAllocationIndex != SourceAllocationIndex [File:D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneEntityManager.cpp] [Line: 1970] UnrealEditor_MovieScene!UE::MovieScene::FEntityManager::MigrateEntity() [D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneEntityManager.cpp:1970] UnrealEditor_MovieScene!UE::MovieScene::FEntityManager::AddComponents() [D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneEntityManager.cpp:1164] UnrealEditor_MovieScene!UE::MovieScene::FEntityLedger::UnlinkEverything() [D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneEntityLedger.cpp:188] UnrealEditor_MovieScene!UE::MovieScene::FSequenceInstance::DestroyImmediately() [D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneSequenceInstance.cpp:289] UnrealEditor_MovieScene!UE::MovieScene::FInstanceRegistry::DestroyInstance() [D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneInstanceRegistry.cpp:106] UnrealEditor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::Initialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\Evaluation\MovieSceneEvaluationTemplateInstance.cpp:124] UnrealEditor_TemplateSequence!USequenceCameraShakePattern::StartShakePatternImpl() [D:\build\++UE5\Sync\Engine\Plugins\MovieScene\TemplateSequence\Source\TemplateSequence\Private\SequenceCameraShake.cpp:83] UnrealEditor_Engine!UCameraShakeBase::StartShake() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Camera\CameraShakeBase.cpp:222] UnrealEditor_Engine!UCameraModifier_CameraShake::AddCameraShake() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Camera\CameraModifier_CameraShake.cpp:166] UnrealEditor_Engine!APlayerCameraManager::StartCameraShake() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerCameraManager.cpp:1400] UnrealEditor_Engine!APlayerCameraManager::execStartCameraShake() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\PlayerCameraManager.gen.cpp:612] UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912] UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1012] UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871] UnrealEditor_CoreUObject!UObject::execLetObj() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2692] UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082] UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912] UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143] UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082] UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1170] UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912] UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003] UnrealEditor_Engine!AActor::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1030] UnrealEditor_Engine!FInputActionUnifiedDelegate::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Components\InputComponent.h:302] UnrealEditor_Engine!UPlayerInput::ProcessInputStack() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UserInterface\PlayerInput.cpp:1419] UnrealEditor_Engine!APlayerController::ProcessPlayerInput() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2609] UnrealEditor_Engine!APlayerController::TickPlayerInput() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4762] UnrealEditor_Engine!APlayerController::PlayerTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2234] UnrealEditor_Engine!APlayerController::TickActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4914] UnrealEditor_Engine!FActorTickFunction::ExecuteTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:197] UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284] UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975] UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753] UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642] UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2169] UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:565] UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592] UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790] UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1531] UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777] UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474] UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215] UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183] UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147] UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283] UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330] UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
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11 |
Component | UE - Anim - Sequencer |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Fix Commit | 20662639 |
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Created | Apr 7, 2022 |
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Resolved | Jun 17, 2022 |
Updated | Jun 20, 2022 |