Description

Opening an old pose asset can crash the editor if the skeleton it uses gets updated.

Steps to Reproduce

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

Callstack
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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Fixed
ComponentOLD - Anim
Affects Versions4.174.18
Target Fix4.19
Fix Commit3739442
Main Commit3759284
Release Commit3813083
CreatedNov 6, 2017
ResolvedNov 6, 2017
UpdatedMay 18, 2020
View Jira Issue