This is a trending crash coming out of the 4.18 release and may be a regression. Users have not provided any details about their actions when the crash occurred.
Source Context
528 template<class PoseType> 529 const FTransform& FCSPose<PoseType>::GetComponentSpaceTransform(BoneIndexType BoneIndex) 530 { 531 checkSlow(Pose.IsValid()); 532 ***** check(Pose.IsValidIndex(BoneIndex)); // Invalid index supplied. If this came from an FBoneReference make sure you are 533 // handling lod changes properly. (for instance: if on an anim node initialize the reference in CacheBones) 534 535 check(!Pose[BoneIndex].ContainsNaN()); 536 // if not evaluate, calculate it 537 if (ComponentSpaceFlags[BoneIndex] == 0) 538 { 539 CalculateComponentSpaceTransform(BoneIndex); 540 } 541 check(!Pose[BoneIndex].ContainsNaN()); 542 return Pose[BoneIndex]; 543 }
repro steps currently unknown
Assertion failed: Pose.IsValidIndex(BoneIndex) [File:d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\public\BonePose.h] [Line: 533] UE4Editor_AnimGraph!FCSPose<FCompactHeapPose>::GetComponentSpaceTransform() [bonepose.h:533] UE4Editor_AnimGraph!FBoneSocketTarget::GetTargetTransform<FCompactHeapPose>() [animnode_skeletalcontrolbase.h:221] UE4Editor_AnimGraph!FAnimNodeEditMode::ConvertWidgetLocation() [animnodeeditmode.cpp:667] UE4Editor_AnimGraph!FFabrikEditMode::GetWidgetLocation() [fabrikeditmode.cpp:33] UE4Editor_UnrealEd!FEditorModeTools::GetWidgetLocation() [editormodemanager.cpp:959] UE4Editor_Persona!FAnimationViewportClient::GetWidgetLocation() [animationeditorviewportclient.cpp:973] UE4Editor_UnrealEd!FWidget::Render() [unrealwidget.cpp:303] UE4Editor_UnrealEd!FEditorViewportClient::Draw() [editorviewportclient.cpp:3580] UE4Editor_Persona!FAnimationViewportClient::Draw() [animationeditorviewportclient.cpp:357] UE4Editor_Renderer!FSceneRenderer::FSceneRenderer() [scenerendering.cpp:1398] UE4Editor_Renderer!FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer() [deferredshadingrenderer.cpp:217] UE4Editor_Renderer!FSceneRenderer::CreateSceneRenderer() [scenerendering.cpp:1766] UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [scenerendering.cpp:2246] UE4Editor_UnrealEd!FEditorViewportClient::Draw() [editorviewportclient.cpp:3460] UE4Editor_Engine!FViewport::Draw() [unrealclient.cpp:1207] UE4Editor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() [editorengine.cpp:2046] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1819] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:396] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3296] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51931 in the post.
14 |
Component | UE - Anim - Rigging |
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Affects Versions | 4.18, 4.19 |
Target Fix | 4.19.2 |
Fix Commit | 4025083 |
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Created | Nov 2, 2017 |
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Resolved | Apr 24, 2018 |
Updated | Oct 7, 2020 |
4447 - klorberg |