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.
Repro Steps:
Expected: Bone is added to the new Skeletal mesh animation track.
Actual: A crash occurs.
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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-150004 in the post.
1 |
Component | UE - Anim - Runtime |
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Affects Versions | 5.0.1 |
Target Fix | 5.0.2 |
Created | Apr 22, 2022 |
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Resolved | Apr 26, 2022 |
Updated | Jan 25, 2023 |