When using the Event Track to call an event in the Level Blueprint that stops a LevelSequence and then assigns that LevelSequence from another will result in an Access Violation.
RESULT:
Access violation on line 800 of BitArray.h
EXPECTED:
No Access violation
Access violation reading location 0xFFFFFFFFFFFFFFFF
> UE4Editor-MovieScene.dll!TConstSetBitIterator<FDefaultBitArrayAllocator>::FindFirstSetBit() Line 800 C++ UE4Editor-MovieScene.dll!FMovieSceneSequenceInstance::UpdatePassSingle(EMovieSceneUpdateData & UpdateData, IMovieScenePlayer & Player) Line 240 C++ UE4Editor-MovieScene.dll!FMovieSceneSequenceInstance::Update(EMovieSceneUpdateData & UpdateData, IMovieScenePlayer & Player) Line 184 C++ UE4Editor-LevelSequence.dll!ULevelSequencePlayer::UpdateMovieSceneInstance(float CurrentPosition, float PreviousPosition) Line 613 C++ UE4Editor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 831 C++ UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 112 C++ UE4Editor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 251 C++ UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 868 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 932 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 679 C++ UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,FDefaultAllocator> > & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1776 C++ UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 520 C++ UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1426 C++ UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 706 C++ UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1275 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1408 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 371 C++ UE4Editor.exe!FEngineLoop::Tick() Line 2834 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 156 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191 C++ [External Code]
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.13 |
Target Fix | 4.15 |
Fix Commit | 3163859 |
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Main Commit | 3178562 |
Created | Sep 5, 2016 |
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Resolved | Oct 21, 2016 |
Updated | May 2, 2018 |