Description

Our character is using the Pose search setup from GameAnimation content example.

The architecture of the system is most the same with some new function that account for some input difference and speed gate changes to account for our character's speed.

(we still uses the same variable to drive the choosers)

We added some overlay layer to layer on top of the pose search pose.

The chooser set up is mostly the same.

The pose search library is mostly the same ---> we use the same schemas and normalization set provided in the example. we did replace some animation with our own, and adjust the weight bias and tags in the asset.

I was trying to use the rewind debugger to see why sometime pose matching would some time return me a bind pose when switching from one PSD to another, but the rewinder would crash either on start PIE or in the middle of a recording.

Steps to Reproduce

Steps to Reproduce

1)Open up rewind debugger

1-a)enable record on PIE start up --> optional

2) Start playing in PIE

3) PIE would crash immediately, or few second into recording

Callstack

[Inlined] UE::Logging::Private::BasicFatalLogV(const FLogCategoryBase &, const UE::Logging::Private::FStaticBasicLogRecord *, void *, char *) StructuredLog.cpp:1600
UE::Logging::Private::BasicFatalLog(const FLogCategoryBase &,const UE::Logging::Private::FStaticBasicLogRecord *,...) StructuredLog.cpp:1609
CastLogError(const wchar_t *, const wchar_t *) Casts.cpp:10
[Inlined] CastChecked(UObject *) Casts.h:215
[Inlined] UE::PoseSearch::FTraceMotionMatchingStateMessage::GetObjectFromId(unsigned long long) PoseSearchTraceLogger.h:112
UE::PoseSearch::FTraceMotionMatchingStateMessage::GenerateSearchName() PoseSearchTraceLogger.cpp:153
``UE::PoseSearch::FDebuggerTrack::UpdateInternal'::`15'::<lambda_1>::operator()'::`2'::<lambda_1>::operator()(double,double,unsigned int,const UE::PoseSearch::FTraceMotionMatchingStateMessage &) PoseSearchDebugger.cpp:498
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(double, double, unsigned int, const UE::PoseSearch::FTraceMotionMatchingStateMessage &) Function.h:471
TraceServices::TPointTimeline::EnumerateEvents(double, double, TFunctionRef<…>) PointTimeline.h:80
[Inlined] UE::PoseSearch::FDebuggerTrack::UpdateInternal::__l15::<lambda_1>::operator()(const TraceServices::ITimeline<…> &) PoseSearchDebugger.cpp:494
[Inlined] Invoke(<lambda_1> &, const TraceServices::ITimeline<…> &) Invoke.h:47
UE::Core::Private::Function::TFunctionRefCaller<`UE::PoseSearch::FDebuggerTrack::UpdateInternal'::`15'::<lambda_1>,void,TraceServices::ITimeline<UE::PoseSearch::FTraceMotionMatchingStateMessage> const &>::Call(void *,const TraceServices::ITimeline<UE::PoseSearch::FTraceMotionMatchingStateMessage> &) Function.h:316
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(const TraceServices::ITimeline<…> &) Function.h:471
[Inlined] UE::PoseSearch::FTraceProvider::TTimelineStorage::ReadSearchTimeline(const TMap<…> *, int, TFunctionRef<…>) PoseSearchTraceProvider.h:84
UE::PoseSearch::FTraceProvider::TTimelineStorage::EnumerateSearchTimelines(unsigned long long, TFunctionRef<…>) PoseSearchTraceProvider.h:112
[Inlined] UE::PoseSearch::FTraceProvider::EnumerateMotionMatchingStateTimelines(unsigned long long, TFunctionRef<…>) PoseSearchTraceProvider.cpp:23
UE::PoseSearch::FDebuggerTrack::UpdateInternal() PoseSearchDebugger.cpp:491
[Inlined] RewindDebugger::FRewindDebuggerTrack::Update() RewindDebuggerTrack.h:78
RewindDebugger::FRewindDebuggerObjectTrack::UpdateInternal() RewindDebuggerObjectTrack.cpp:361
[Inlined] RewindDebugger::FRewindDebuggerTrack::Update() RewindDebuggerTrack.h:78
RewindDebugger::FRewindDebuggerObjectTrack::UpdateInternal() RewindDebuggerObjectTrack.cpp:349
[Inlined] RewindDebugger::FRewindDebuggerTrack::Update() RewindDebuggerTrack.h:78
RewindDebugger::FRewindDebuggerObjectTrack::UpdateInternal() RewindDebuggerObjectTrack.cpp:349
[Inlined] RewindDebugger::FRewindDebuggerTrack::Update() RewindDebuggerTrack.h:78
FRewindDebugger::RefreshDebugTracks() RewindDebugger.cpp:402
FRewindDebugger::Tick(float) RewindDebugger.cpp:1086
`FRewindDebugger::FRewindDebugger'::`2'::<lambda_3>::operator()(float) RewindDebugger.cpp:139
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(float) Function.h:471
[Inlined] FTSTicker::FElement::Fire(float) Ticker.cpp:179
FTSTicker::Tick(float) Ticker.cpp:121
FEngineLoop::Tick() LaunchEngineLoop.cpp:5852
[Inlined] EngineTick() Launch.cpp:60
GuardedMain(const wchar_t *) Launch.cpp:189
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:271
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:339

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Fixed
ComponentUE - Anim - Gameplay
Affects Versions5.6
Target Fix5.7
Fix Commit42336344
CreatedAug 8, 2025
ResolvedAug 8, 2025
UpdatedAug 12, 2025
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