Crash in Hand IK Retargeting with two entries under "IKBones to Move"
Only seems to happen when you have a hand bone in the second slot of "IKBones to move"
Result: Crash
Expected: Can open AnimBP. Crash usually happens on compile, but when you save before compile, it happens when opening the AnimBP.
UE4Editor_Core!FDebug::AssertFailed() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_AnimGraphRuntime!FCSPose<FCompactPose>::LocalBlendCSBoneTransforms() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\public\bonepose.h:686] UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace() [d:\m.williams_releasestream_4.15\engine\source\runtime\animgraphruntime\private\bonecontrollers\animnode_skeletalcontrolbase.cpp:86] UE4Editor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\animation\animnodebase.cpp:283] UE4Editor_Engine!FAnimNode_ConvertComponentToLocalSpace::Evaluate() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\animation\animnodespaceconversions.cpp:34] UE4Editor_Engine!FPoseLink::Evaluate() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\animation\animnodebase.cpp:221] UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimationNode() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:849] UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:839] UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\animation\animinstance.cpp:532] UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1403] UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1481] UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1689] UE4Editor_UnrealEd!UDebugSkelMeshComponent::RefreshBoneTransforms() [d:\m.williams_releasestream_4.15\engine\source\editor\unrealed\private\animation\debugskelmeshcomponent.cpp:486] UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:530] UE4Editor_UnrealEd!UDebugSkelMeshComponent::InitAnim() [d:\m.williams_releasestream_4.15\engine\source\editor\unrealed\private\animation\debugskelmeshcomponent.cpp:306] UE4Editor_Engine!USkeletalMeshComponent::SetAnimInstanceClass() [d:\m.williams_releasestream_4.15\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2008] UE4Editor_AnimationBlueprintEditor!FAnimationBlueprintEditor::InitAnimationBlueprintEditor() [d:\m.williams_releasestream_4.15\engine\source\editor\animationblueprinteditor\private\animationblueprinteditor.cpp:238] UE4Editor_AnimationBlueprintEditor!FAnimationBlueprintEditorModule::CreateAnimationBlueprintEditor() [d:\m.williams_releasestream_4.15\engine\source\editor\animationblueprinteditor\private\animationblueprinteditormodule.cpp:34] UE4Editor_AssetTools!FAssetTypeActions_AnimBlueprint::OpenAssetEditor() [d:\m.williams_releasestream_4.15\engine\source\developer\assettools\private\assettypeactions\assettypeactions_animblueprint.cpp:147] UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\m.williams_releasestream_4.15\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:349] UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [d:\m.williams_releasestream_4.15\engine\source\developer\assettools\public\assettypeactions_base.h:50] UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\m.williams_releasestream_4.15\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1868] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434] UE4Editor_ContentBrowser!TBaseDelegate<void,TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type>::ExecuteIfBound() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:624] UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\m.williams_releasestream_4.15\engine\source\editor\contentbrowser\private\sassetview.cpp:3693] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434] UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:624] UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [d:\m.williams_releasestream_4.15\engine\source\runtime\slate\public\widgets\views\slistview.h:800] UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [d:\m.williams_releasestream_4.15\engine\source\runtime\slate\public\widgets\views\stablerow.h:287] UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator()() [d:\m.williams_releasestream_4.15\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5473] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [d:\m.williams_releasestream_4.15\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:238] UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\m.williams_releasestream_4.15\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5471] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\m.williams_releasestream_4.15\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5454] UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\m.williams_releasestream_4.15\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5432] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\private\windows\windowsapplication.cpp:1702] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\private\windows\windowsapplication.cpp:2120] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\private\windows\windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\private\windows\windowsapplication.cpp:714] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\m.williams_releasestream_4.15\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:980] UE4Editor!FEngineLoop::Tick() [d:\m.williams_releasestream_4.15\engine\source\runtime\launch\private\launchengineloop.cpp:2977] UE4Editor!GuardedMain() [d:\m.williams_releasestream_4.15\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\m.williams_releasestream_4.15\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\m.williams_releasestream_4.15\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Anim - Rigging |
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Affects Versions | 4.13.2, 4.14.3, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3333080 |
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Main Commit | 3362661 |
Created | Feb 28, 2017 |
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Resolved | Mar 6, 2017 |
Updated | Oct 7, 2020 |