Opening an old pose asset can crash the editor if the skeleton it uses gets updated.
1. Open attached project
2. Create a pose asset from skel_Anim
3. Reimport skel from the attached skel.fbx. The fbx contains bone name changes, and there will be "Failed to merge bones" warning and a message ask for merge. Click Yes for both.
4. Try to open the pose asset
5. Editor crashes
UE4Editor_Engine!UPoseAsset::GetAnimationPose() [poseasset.cpp:429] UE4Editor_AnimGraphRuntime!FAnimNode_PoseBlendNode::Evaluate_AnyThread() [animnode_poseblendnode.cpp:56] UE4Editor_AnimGraph!FAnimPreviewInstanceProxy::Evaluate() [animpreviewinstance.cpp:170] UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() [animinstanceproxy.cpp:919] UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() [animinstance.cpp:608] UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [skeletalmeshcomponent.cpp:1591] UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [skeletalmeshcomponent.cpp:1666] UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [skeletalmeshcomponent.cpp:1947] UE4Editor_UnrealEd!UDebugSkelMeshComponent::RefreshBoneTransforms() [debugskelmeshcomponent.cpp:479] UE4Editor_Engine!USkinnedMeshComponent::TickComponent() [skinnedmeshcomponent.cpp:685] UE4Editor_Engine!USkeletalMeshComponent::TickComponent() [skeletalmeshcomponent.cpp:1128] UE4Editor_UnrealEd!UDebugSkelMeshComponent::TickComponent() [debugskelmeshcomponent.cpp:909] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_a8128609955b5bb0ccb5da311e0c1d1a> >() [actor.h:3100] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [actorcomponent.cpp:794] UE4Editor_Engine!FTickFunctionTask::DoTask() [ticktaskmanager.cpp:273] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [taskgraph.cpp:1330] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [ticktaskmanager.cpp:542] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [ticktaskmanager.cpp:1454] UE4Editor_Engine!UWorld::RunTickGroup() [leveltick.cpp:760] UE4Editor_Engine!UWorld::Tick() [leveltick.cpp:1408] UE4Editor_Persona!FAnimationViewportClient::Tick() [animationeditorviewportclient.cpp:492] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1734] 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()
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1 |
Component | OLD - Anim |
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Affects Versions | 4.17, 4.18 |
Target Fix | 4.19 |
Created | Nov 6, 2017 |
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Resolved | Nov 6, 2017 |
Updated | May 18, 2020 |