Crash occurs when compiling an animation blueprint with a Spline IK node.
This seems to occur only with the Start and End Bone settings set a certain (perhaps incorrect) way. In the example given, if Start Bone is spine_03 and End Bone is spine_01, the editor crashes. But if it's vice versa, there is no crash.
RESULT
Crash
WORKAROUND
Set Start Bone to spine_01 and End Bone to spine_03.
UE4Editor_AnimGraphRuntime!FCSPose<FCompactPose>::LocalBlendCSBoneTransforms() bonepose.h:686 UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace() animnode_skeletalcontrolbase.cpp:86 UE4Editor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() animnodebase.cpp:283 UE4Editor_Engine!FAnimNode_ConvertComponentToLocalSpace::Evaluate() animnodespaceconversions.cpp:34 UE4Editor_Engine!FPoseLink::Evaluate() animnodebase.cpp:221 UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimationNode() animinstanceproxy.cpp:849 UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() animinstanceproxy.cpp:839 UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() animinstance.cpp:531 UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() skeletalmeshcomponent.cpp:1382 UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() skeletalmeshcomponent.cpp:1460 UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() skeletalmeshcomponent.cpp:1662 UE4Editor_Engine!USkeletalMeshComponent::InitAnim() skeletalmeshcomponent.cpp:529 UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() kismetreinstanceutilities.cpp:1820 UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() kismetreinstanceutilities.cpp:1480 UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceInner() kismetreinstanceutilities.cpp:686 UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() kismetreinstanceutilities.cpp:917 UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:868 UE4Editor_Kismet!FBlueprintEditor::Compile() blueprinteditor.cpp:3251 UE4Editor_AnimationBlueprintEditor!FAnimationBlueprintEditor::Compile() animationblueprinteditor.cpp:885 UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl.h:327 UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() delegateinstancesimpl.h:433 UE4Editor_Slate!FUICommandList::ExecuteAction() uicommandlist.cpp:94 UE4Editor_Slate!SToolBarButtonBlock::OnClicked() stoolbarbuttonblock.cpp:305 UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply() delegateinstanceinterface.h:165 UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply() tuple.h:118 UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl() delegateinstancesimpl.h:327 UE4Editor_Slate!TBaseDelegate<FReply>::Execute() delegatesignatureimpl.inl:537 UE4Editor_Slate!SButton::OnMouseButtonUp() sbutton.cpp:278 UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() slateapplication.cpp:5051 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() slateapplication.cpp:238 UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:5040 UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5503 UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5480 UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1696 UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:2115 UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:865 UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:712 user32!<Unknown> user32!<Unknown> UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:979 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2912 UE4Editor!GuardedMain() launch.cpp:166 UE4Editor!GuardedMainWrapper() launchwindows.cpp:130 UE4Editor!WinMain() launchwindows.cpp:206 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
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0 |
Component | UE - Anim - Rigging |
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Affects Versions | 4.16 |
Target Fix | 4.16 |
Fix Commit | 3234574 |
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Main Commit | 3252563 |
Created | Dec 13, 2016 |
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Resolved | Dec 14, 2016 |
Updated | Mar 31, 2023 |