This is an intermittent crash coming out of the 4.17.1 release. I have not been able to find any record of this occurring in 4.17.0, so it may actually be a regression with the hotfix. Users have not provided any descriptions of their actions when the crashes occurred.
Source Context
133 // this is used in editor only when used for transition getter 134 // this doesn't mean max time. In Sequence, this is SequenceLength, 135 // but for BlendSpace CurrentTime is normalized [0,1], so this is 1 136 virtual float GetMaxCurrentTime() override { return SequenceLength; } 137 //~ End UAnimationAsset Interface 138 139 /** 140 * Get Bone Transform of the Time given, relative to Parent for all RequiredBones 141 * This returns different transform based on additive or not. Or what kind of additive. 142 * 143 * @param OutPose Pose object to fill 144 * @param OutCurve Curves to fill 145 * @param ExtractionContext Extraction Context (position, looping, root motion, etc.) 146 */ 147 ***** ENGINE_API virtual void GetAnimationPose(struct FCompactPose& OutPose, FBlendedCurve& OutCurve, const FAnimExtractContext& ExtractionContext) const PURE_VIRTUAL(UAnimSequenceBase::GetAnimationPose, ); 148 149 virtual void HandleAssetPlayerTickedInternal(FAnimAssetTickContext &Context, const float PreviousTime, const float MoveDelta, const FAnimTickRecord &Instance, struct FAnimNotifyQueue& NotifyQueue) const; 150 151 virtual bool HasRootMotion() const { return false; } 152 153 virtual void Serialize(FArchive& Ar) override;
repro steps currently unknown
LowLevelFatalError [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Classes\Animation/AnimSequenceBase.h] [Line: 148] Pure virtual not implemented (UAnimSequenceBase::GetAnimationPose) UE4Editor_Engine!UAnimSequenceBase::GetAnimationPose() [animsequencebase.h:148] UE4Editor_AnimGraphRuntime!FAnimNode_SequenceEvaluator::Evaluate_AnyThread() [animnode_sequenceevaluator.cpp:85] UE4Editor_Engine!FPoseLink::Evaluate() [animnodebase.cpp:276] UE4Editor_AnimGraphRuntime!FAnimNode_MultiWayBlend::Evaluate_AnyThread() [animnode_multiwayblend.cpp:125] UE4Editor_Engine!FPoseLink::Evaluate() [animnodebase.cpp:276] UE4Editor_AnimGraphRuntime!FAnimNode_ApplyAdditive::Evaluate_AnyThread() [animnode_applyadditive.cpp:49] UE4Editor_AnimGraphRuntime!FAnimSequencerInstanceProxy::Evaluate() [animsequencerinstanceproxy.cpp:16] UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() [animinstanceproxy.cpp:903] UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() [animinstance.cpp:560] UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [skeletalmeshcomponent.cpp:1582] UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [skeletalmeshcomponent.cpp:1657] UE4Editor_Engine!FParallelAnimationEvaluationTask::DoTask() [skeletalmeshcomponent.cpp:101] UE4Editor_Engine!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [taskgraph.cpp:907] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [taskgraph.cpp:785] UE4Editor_Core!FTaskThreadBase::Run() [taskgraph.cpp:501] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48725 in the post.
0 |
Component | OLD - Anim |
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Affects Versions | 4.17 |
Target Fix | 4.17.2 |
Fix Commit | 3604609 |
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Created | Aug 22, 2017 |
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Resolved | Aug 23, 2017 |
Updated | May 18, 2020 |