Description

User reports that they've been running into an intermittent crash in Pose Search during Cook. Pose Search attempts to index data outside the bounds of an array. Based on the logs, each asset seems to be canceled, and then its BeginCache happens. When looking at the associated Cook code, it seems like a race condition may be possible. More investigation is needed.

Steps to Reproduce

not really sure what the repro steps could be. I'd try to create a very big pose search database, that takes very long to index, and while it's indexing trying to modify it, that would cause to cancel the current indexing process and restart a new one

Callstack

libUnrealEditor-PoseSearch.so!UE::PoseSearch::FFeatureVectorHelper::EncodeVector(TArrayView<float, int>, int, UE::Math::TVector<double> const&, EComponentStrippingVector, bool) [/src/engine/Engine/Source/./../Plugins/Animation/PoseSearch/Source/Runtime/Private/PoseSearchFeatureChannel.cpp:72]libUnrealEditor-PoseSearch.so!UPoseSearchFeatureChannel_Velocity::IndexAsset(UE::PoseSearch::FAssetIndexer&) const [/src/engine/Engine/Source/./../Plugins/Animation/PoseSearch/Source/Runtime/Private/PoseSearchFeatureChannel_Velocity.cpp:176]libUnrealEditor-PoseSearch.so!UPoseSearchFeatureChannel_GroupBase::IndexAsset(UE::PoseSearch::FAssetIndexer&) const [/src/engine/Engine/Source/./../Plugins/Animation/PoseSearch/Source/Runtime/Private/PoseSearchFeatureChannel_Group.cpp:52]libUnrealEditor-PoseSearch.so!UE::PoseSearch::FAssetIndexer::Process(int) [/src/engine/Engine/Source/./../Plugins/Animation/PoseSearch/Source/Runtime/Private/PoseSearchAssetIndexer.cpp:269]libUnrealEditor-PoseSearch.so!void ParallelForImpl::ParallelForInternal<TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::'lambda'(), std::nullptr_t>(char16_t const*, int, int, TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::'lambda'(), EParallelForFlags, TArrayView<std::nullptr_t, int> const&)::FParallelExecutor::operator()(bool) const [/src/engine/Engine/Source/Runtime/Core/Public/Async/ParallelFor.h:353]libUnrealEditor-PoseSearch.so!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<void ParallelForImpl::ParallelForInternal<TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::'lambda'(), std::nullptr_t>(char16_t const*, int, int, TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::'lambda'(), EParallelForFlags, TArrayView<std::nullptr_t, int> const&)::FParallelExecutor>(char16_t const*, LowLevelTasks::ETaskPriority, TFunctionRef<void (int)>&&, LowLevelTasks::ETaskFlags)::'lambda'(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>&, void*, unsigned int, bool) [/src/engine/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:171]libUnrealEditor-Core.so!LowLevelTasks::FTask::ExecuteTask() [/src/engine/Engine/Source/Runtime/Core/Public/Async/Fundamental/Task.h:627]libUnrealEditor-Core.so!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*) [/src/engine/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:177]libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) [/src/engine/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:396]libUnrealEditor-Core.so!FThreadImpl::Run() [/src/engine/Engine/Source/./Runtime/Core/Private/HAL/Thread.cpp:66]libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/src/engine/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/src/engine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]libc.so.6!UnknownFunction(0x94ac2){}{{libc.so.6!UnknownFunction(0x12684f){}}}

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Fixed
ComponentUE - Anim - Gameplay
Affects Versions5.4
Target Fix5.7
Fix Commit43560157
CreatedJan 27, 2025
ResolvedJun 16, 2025
UpdatedJun 19, 2025
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