Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression.
Seems to work fine when compiled once, but after the 2nd or 3rd time it crashes.
// MyAnimInstance.h ---------------------------------------------------------------------------------------------- #pragma once #include "CoreMinimal.h" #include "Animation/AnimInstance.h" #include "Animation/AnimInstanceProxy.h" #include "MyAnimInstance.generated.h" USTRUCT(BlueprintType) struct FTestKAnimInstanceProxy : public FAnimInstanceProxy { GENERATED_BODY() virtual void PreUpdate(UAnimInstance* Instance, float DeltaSeconds) override; // virtual void Update(float DeltaSeconds) override; }; /** * */ UCLASS() class BUGREPORT01_API UMyAnimInstance : public UAnimInstance { GENERATED_BODY() protected: UPROPERTY(Transient, BlueprintReadOnly, Category = "Example", meta = (AllowPrivateAccess = "true")) FTestKAnimInstanceProxy Proxy; virtual FTestKAnimInstanceProxy* CreateAnimInstanceProxy() override { return &Proxy; } virtual void DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy) override { } public: virtual void NativeInitializeAnimation() override; }; // MyAnimInstance.cpp ---------------------------- #include "MyAnimInstance.h" void FTestKAnimInstanceProxy::PreUpdate(UAnimInstance* Instance, float DeltaSeconds) { Super::PreUpdate(Instance, DeltaSeconds); } void UMyAnimInstance::NativeInitializeAnimation() { } //-----------------------------------------------
Actual Result: Editor crashes
Expected Result: Editor does not crash
Assertion failed: AnimBlueprintClass [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp] [Line: 199] UnrealEditor_Engine!FPoseLinkBase::AttemptRelink() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:199] UnrealEditor_Engine!FAnimNode_LinkedAnimGraph::DynamicLink() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_LinkedAnimGraph.cpp:365] UnrealEditor_Engine!FAnimNode_LinkedAnimGraph::HandleObjectsReinstanced_Impl() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_LinkedAnimGraph.cpp:492] UnrealEditor_Engine!FAnimNode_CustomProperty::HandleObjectsReinstanced() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_CustomProperty.cpp:132] UnrealEditor_Engine!TBaseRawMethodDelegateInstance<0,FAnimNode_CustomProperty,void __cdecl(TMap<UObject *,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,UObject *,0> > const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:476] UnrealEditor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp:2510] UnrealEditor_UnrealEd!FBlueprintCompileReinstancer::BatchReplaceInstancesOfClass() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp:1622] UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FlushReinstancingQueueImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1796] UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:271] UnrealEditor_Kismet!FBlueprintCompilationManager::CompileSynchronously() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3294] UnrealEditor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp:763] UnrealEditor_Kismet!FBlueprintEditor::Compile() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:4060] UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:312] UnrealEditor_Slate!FUICommandList::ExecuteAction() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:111] UnrealEditor_Slate!SToolBarButtonBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SToolBarButtonBlock.cpp:384] UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:295] UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465] UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390] UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5046] UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:412] UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5032] UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5601] UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5566] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2219] UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2726] UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1895] UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:925] user32 user32 InkObj atlthunk user32 user32 UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:142] UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5291] UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202] UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107] UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244] UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282] UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173759 in the post.
3 |
Component | UE - Anim - Runtime - Anim Blueprints |
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Affects Versions | 5.1 |
Target Fix | 5.2 |
Created | Jan 10, 2023 |
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Resolved | Mar 17, 2023 |
Updated | Apr 29, 2023 |