4.12 version of the crash: [Link Removed]
Error message:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] Array index out of bounds: 1 from an array of size 0
Source Context:
505 // consolidate all samples 506 for (int32 SampleNum=0; SampleNum<RawGridSamples.Num(); ++SampleNum) 507 { 508 FGridBlendSample& GridSample = RawGridSamples[SampleNum]; 509 float GridWeight = GridSample.BlendWeight; 510 FEditorElement& GridElement = GridSample.GridElement; 511 512 for(int32 Ind = 0; Ind < GridElement.MAX_VERTICES; ++Ind) 513 { 514 const int32 SampleDataIndex = GridElement.Indices[Ind]; 515 if(SampleDataIndex != INDEX_NONE) 516 { 517 int32 Index = OutSampleDataList.AddUnique(SampleDataIndex); 518 OutSampleDataList[Index].AddWeight(GridElement.Weights[Ind]*GridWeight); 519 ***** OutSampleDataList[Index].Animation = SampleData[SampleDataIndex].Animation; 520 } 521 } 522 } 523 524 // go through merge down to first sample 525 for (int32 Index1 = 0; Index1 < OutSampleDataList.Num(); ++Index1) 526 { 527 for (int32 Index2 = Index1 + 1; Index2 < OutSampleDataList.Num(); ++Index2) 528 { 529 // if they have sample sample, remove the Index2, and get out 530 if (OutSampleDataList[Index1].Animation == OutSampleDataList[Index2].Animation) 531 { 532 // add weight 533 OutSampleDataList[Index1].AddWeight(OutSampleDataList[Index2].GetWeight()); 534 // as for time or previous time will be the master one(Index1)
Most recent user affected CL: 8229830
Logs:
[Link Removed]
CrashReporter User Descriptions:
1. Download attached project
2. Go into Contant/Mannequin/Animations
3. Right click the AnimBP>Retarget Anim Blueprints>Duplicate Anim Blueprints and Retarget
4. Select the "RetargetToThis" skeleton
5. Enable "Allow remapping to existing assets" and hit Retarget
6. Select "Auto-Fill Using Best Guess" and hit ok
Result: Crash
Expected: New AnimBP is created and existing animations on the "RetargetToThis" skeleton are assigned to the AnimBP
UE4Editor_Engine!UBlendSpaceBase::GetSamplesFromBlendInput() [blendspacebase.cpp:520] UE4Editor_Engine!UBlendSpaceBase::TickAssetPlayer() [blendspacebase.cpp:261] UE4Editor_Engine!FAnimInstanceProxy::TickAssetPlayerInstances() [animinstanceproxy.cpp:405] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimation() [animinstanceproxy.cpp:672] UE4Editor_Engine!UAnimInstance::UpdateAnimation() [animinstance.cpp:396] UE4Editor_Engine!USkeletalMeshComponent::TickAnimation() [skeletalmeshcomponent.cpp:605] UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [skeletalmeshcomponent.cpp:399] UE4Editor_UnrealEd!FAnimBlueprintThumbnailScene::SetAnimBlueprint() [thumbnailhelpers.cpp:894] UE4Editor_UnrealEd!UAnimBlueprintThumbnailRenderer::Draw() [animblueprintthumbnailrenderer.cpp:26] UE4Editor_UnrealEd!ThumbnailTools::RenderThumbnail() [objecttools.cpp:3827] UE4Editor_UnrealEd!FAssetThumbnailPool::Tick() [assetthumbnail.cpp:969] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [tickableeditorobject.h:15] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1118] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:368] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2775] UE4Editor!GuardedMain() [launch.cpp:148] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126] UE4Editor!WinMain() [launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | OLD - Anim |
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Affects Versions | 4.12, 4.13 |
Target Fix | 4.14 |
Created | Aug 24, 2016 |
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Resolved | Oct 13, 2016 |
Updated | May 18, 2020 |