If an IK Anim node is used in a post-process animation blueprint when that post-process blueprint is active in persona. It will crash attempting to get dynamically created goal components from an actor that doesn't exist.
[Inlined] TConstSetBitIterator<FDefaultBitArrayAllocator>::
{ctor}(const TBitArray<FDefaultBitArrayAllocator> &) BitArray.h:1914
[Inlined] TSparseArray::begin() SparseArray.h:1084
[Inlined] TSet::begin() Set.h:1815
[Inlined] UE::Core::Private::TObjectPtrDecayTypeOf::PerformDecayActions(const TSet<…> &) ObjectPtr.h:1342
ObjectPtrDecay<…>(const TSet<…> &) ObjectPtr.h:1700
[Inlined] AActor::GetComponents() Actor.h:3996
AActor::GetComponentsByInterface(TSubclassOf<…>) Actor.cpp:3687
FAnimNode_IKRig::PreUpdate(const UAnimInstance *) AnimNode_IKRig.cpp:272
FAnimInstanceProxy::PreUpdate(UAnimInstance *, float) AnimInstanceProxy.cpp:552
UAnimInstance::PreUpdateAnimation(float) AnimInstance.cpp:682
UAnimInstance::UpdateAnimation(float, bool, EUpdateAnimationFlag) AnimInstance.cpp:602
USkeletalMeshComponent::TickAnimInstances(float, bool) SkeletalMeshComponent.cpp:1523
USkeletalMeshComponent::TickAnimation(float, bool) SkeletalMeshComponent.cpp:1469
USkeletalMeshComponent::InitAnim(bool) SkeletalMeshComponent.cpp:985
UDebugSkelMeshComponent::InitAnim(bool) DebugSkelMeshComponent.cpp:579
USkeletalMeshComponent::SetSkeletalMesh(USkeletalMesh *, bool) SkeletalMeshComponent.cpp:3148
UDebugSkelMeshComponent::SetSkeletalMesh(USkeletalMesh *, bool) DebugSkelMeshComponent.cpp:626
SAnimationSequenceBrowser::OnVisualizeAssetToolTip(const TSharedPtr<…> &, FAssetData &) SAnimationSequenceBrowser.cpp:1605
[Inlined] Invoke(bool (SAnimationSequenceBrowser::*)(const TSharedPtr<…> &, FAssetData &), SAnimationSequenceBrowser *&, const TSharedPtr<…> &, FAssetData &) Invoke.h:66
[Inlined] UE::Core::Private::Tuple::TTupleBase::ApplyAfter(bool (SAnimationSequenceBrowser::*&)(const TSharedPtr<…> &, FAssetData &), SAnimationSequenceBrowser *&, const TSharedPtr<…> &, FAssetData &) Tuple.h:317
TBaseSPMethodDelegateInstance::Execute(const TSharedPtr<…> &, FAssetData &) DelegateInstancesImpl.h:282
[Inlined] TDelegate::Execute(const TSharedPtr<…> &, FAssetData &) DelegateSignatureImpl.inl:613
SAssetViewItem::OnVisualizeTooltip(const TSharedPtr<…> &) AssetViewWidgets.cpp:1769
FSlateUser::UpdateTooltip(const FMenuStack &, bool) SlateUser.cpp:1300
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(FSlateUser &) Function.h:470
FSlateApplication::ForEachUser(TFunctionRef<…>, bool) SlateApplication.cpp:4442
FSlateApplication::TickPlatform(float) SlateApplication.cpp:1632
FSlateApplication::Tick(ESlateTickType) SlateApplication.cpp:1558
FEngineLoop::Tick() LaunchEngineLoop.cpp:5929
[Inlined] EngineTick() Launch.cpp:69
GuardedMain(const wchar_t *) Launch.cpp:198
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:266
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:317
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
How to properly terminate the DoWork thread function in FAsyncTask?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229688 in the post.
2 |
Component | UE - Anim - Rigging - Retargeting |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Nov 5, 2024 |
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Updated | Nov 20, 2024 |