Description

Occurs 3/3 times

Regression does occur: tested in //UE4/Release-4.27.2  EGL Live @ CL 18319896. No crash occurred. 

A crash occurs in the Skeletal Mesh Editor when adding a bone transform to the Additive Layers Track in a newly created animation sequence.

Steps to Reproduce

Repro Steps:

  1. Create an FPS template project.
  2. Find the Mannequin Arms Skeletal mesh in the Content Browser and double click to edit it. 
  3. In the menu bar, select Create Asset:
    • Create Animation
    • Current Pose
  4. Save the new animation.
  5. In the new animation timeline, right click and select 'Append at the End'. 
  6. Add 2 frames.
  7. Select a bone from the Skeleton Tree and Select the +Key in the menu bar to add a bone transform to the Additive Layers Track.

Expected: Bone is added to the new Skeletal mesh animation track. 
Actual: A crash occurs. 

Callstack
UnrealEditor-Engine!UAnimSequence::BakeTrackCurvesToRawAnimationTracks(TArray<FRawAnimSequenceTrack,TSizedDefaultAllocator<32> > &,TArray<FName,TSizedDefaultAllocator<32> > &,TArray<FTrackToSkeletonMap,TSizedDefaultAllocator<32> > &) [AnimSequence.cpp:4189]
UnrealEditor-Engine!FCompressibleAnimData::FCompressibleAnimData(UAnimSequence *,bool) [AnimCompressionTypes.cpp:141]
UnrealEditor-Engine!UAnimSequence::RequestAnimCompression(FRequestAnimCompressionParams) [AnimSequence.cpp:2149]
UnrealEditor-Engine!UAnimSequence::RecompressAnimationData() [AnimSequence.cpp:5926]
UnrealEditor-Engine!UAnimSequence::OnModelModified(EAnimDataModelNotifyType const &,UAnimDataModel *,FAnimDataModelNotifPayload const &) [AnimSequence.cpp:5794]
UnrealEditor-Engine!bool TBaseUObjectMethodDelegateInstance<0,UAnimSequenceBase,void __cdecl(enum EAnimDataModelNotifyType const &,UAnimDataModel *,FAnimDataModelNotifPayload const &) [DelegateInstancesImpl.h:611]
UnrealEditor-Engine!UAnimDataModel::Notify(EAnimDataModelNotifyType) [AnimDataModel.h:357]
UnrealEditor-AnimationDataController!UAnimDataController::CloseBracket(bool) [AnimDataController.cpp:128]
UnrealEditor-Engine!UAnimSequence::AddKeyToSequence(float,FName const &,UE::Math::TTransform<double> const &) [AnimSequence.cpp:4224]
UnrealEditor-AnimGraph!FAnimPreviewInstanceProxy::SetKeyImplementation(FCompactPose const &,FCompactPose const &) [AnimPreviewInstance.cpp:413]
UnrealEditor-AnimGraph!FAnimPreviewInstanceProxy::Evaluate(FPoseContext &) [AnimPreviewInstance.cpp:246]
UnrealEditor-Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot(FPoseContext &,FAnimNode_Base *) [AnimInstanceProxy.cpp:1204]
UnrealEditor-Engine!UAnimInstance::ParallelEvaluateAnimation(bool,USkeletalMesh const *,FParallelEvaluationData &) [AnimInstance.cpp:757]
UnrealEditor-Engine!USkeletalMeshComponent::EvaluateAnimation(USkeletalMesh const *,UAnimInstance *,UE::Math::TVector<double> &,FBlendedHeapCurve &,FCompactPose &,UE::Anim::FHeapAttributeContainer &) [SkeletalMeshComponent.cpp:1950]
UnrealEditor-Engine!USkeletalMeshComponent::PerformAnimationProcessing(USkeletalMesh const *,UAnimInstance *,bool,TArray<UE::Math::TTransform<double>,TSizedDefaultAllocator<32> > &,TArray<UE::Math::TTransform<double>,TSizedDefaultAllocator<32> > &,UE::Math::TVector<double> &,FBlendedHeapCurve &,UE::Anim::FMeshAttributeContainer &) [SkeletalMeshComponent.cpp:2042]
UnrealEditor-Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [SkeletalMeshComponent.cpp:3886]
UnrealEditor-Engine!USkeletalMeshComponent::DoParallelEvaluationTasks_OnGameThread() [SkeletalMeshComponent.cpp:2503]
UnrealEditor-Engine!USkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction *) [SkeletalMeshComponent.cpp:2400]
UnrealEditor-UnrealEd!7fff5d8c0000 + 1003ea
UnrealEditor-Engine!USkinnedMeshComponent::TickComponent(float,ELevelTick,FActorComponentTickFunction *) [SkinnedMeshComponent.cpp:917]
UnrealEditor-Engine!USkeletalMeshComponent::TickComponent(float,ELevelTick,FActorComponentTickFunction *) [SkeletalMeshComponent.cpp:1449]
UnrealEditor-UnrealEd!7fff5d8c0000 + 11f09a
UnrealEditor-Engine!static void FActorComponentTickFunction::ExecuteTickHelper<<lambda_8e93cba63652895611dfa1bc126611cb> >(class UActorComponent *, bool, float, ELevelTick, const class FActorComponentTickFunction::ExecuteTick::__l2::<lambda_8e93cba63652895611dfa1bc126611cb> & const) [Actor.h:3931]
UnrealEditor-Engine!FActorComponentTickFunction::ExecuteTick(float,ELevelTick,ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [ActorComponent.cpp:1070]
UnrealEditor-Engine!FTickFunctionTask::DoTask(ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [TickTaskManager.cpp:284]
UnrealEditor-Engine!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,ENamedThreads::Type,bool) [TaskGraphInterfaces.h:975]
UnrealEditor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:753]
UnrealEditor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:642]
UnrealEditor-Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32> > > const &,ENamedThreads::Type) [TaskGraph.cpp:2169]
UnrealEditor-Engine!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup,bool) [TickTaskManager.cpp:565]
UnrealEditor-Engine!FTickTaskManager::RunTickGroup(ETickingGroup,bool) [TickTaskManager.cpp:1592]
UnrealEditor-Engine!UWorld::RunTickGroup(ETickingGroup,bool) [LevelTick.cpp:790]
UnrealEditor-Engine!UWorld::Tick(ELevelTick,float) [LevelTick.cpp:1531]
UnrealEditor-Persona!FAnimationEditorPreviewScene::Tick(float) [AnimationEditorPreviewScene.cpp:1168]
UnrealEditor-UnrealEd!7fff5d8c0000 + 39529
UnrealEditor-UnrealEd!7fff5d8c0000 + 50d204
UnrealEditor-UnrealEd!7fff5d8c0000 + e99f56
UnrealEditor!7ff780ca0000 + 82f6
UnrealEditor!7ff780ca0000 + 20d9c
UnrealEditor!7ff780ca0000 + 20e8a
UnrealEditor!7ff780ca0000 + 23c4d
UnrealEditor!7ff780ca0000 + 35534
UnrealEditor!7ff780ca0000 + 386e6
KERNEL32!7ff8309c0000 + 17034
ntdll!7ff830dd0000 + 52651
 

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Fixed
ComponentUE - Anim - Runtime
Affects Versions5.0.1
Target Fix5.0.2
Fix Commit19917036
Main Commit19917951
Release Commit19917036
CreatedApr 22, 2022
ResolvedApr 26, 2022
UpdatedJan 25, 2023
View Jira Issue