When you are using the editor compiled as debug-editor, combining the use of a pose cache, RootMotion Everything setting, could trigger an exception.
> UE4Editor-Engine-Win64-Debug.dll!FRootMotionMovementParams::Accumulate(const FTransform & InTransform) Line 521 C++
UE4Editor-Engine-Win64-Debug.dll!UAnimInstance::PostUpdateAnimation() Line 483 C++
UE4Editor-Engine-Win64-Debug.dll!UAnimInstance::UpdateAnimation(float DeltaSeconds, bool bNeedsValidRootMotion) Line 445 C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::TickAnimation(float DeltaTime, bool bNeedsValidRootMotion) Line 932 C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::TickPose(float DeltaTime, bool bNeedsValidRootMotion) Line 1040 C++
UE4Editor-Engine-Win64-Debug.dll!USkinnedMeshComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) Line 672 C++
UE4Editor-Engine-Win64-Debug.dll!USkeletalMeshComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) Line 1128 C++
UE4Editor-Engine-Win64-Debug.dll!FActorComponentTickFunction::ExecuteTick::__l2::<lambda>(float DilatedTime) Line 793 C++
UE4Editor-Engine-Win64-Debug.dll!FActorComponentTickFunction::ExecuteTickHelper<void <lambda>(float) >(UActorComponent * Target, bool bTickInEditor, float DeltaTime, ELevelTick TickType, const FActorComponentTickFunction::ExecuteTick::__l2::void <lambda>(float) & ExecuteTickFunc) Line 3100 C++
UE4Editor-Engine-Win64-Debug.dll!FActorComponentTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 794 C++
UE4Editor-Engine-Win64-Debug.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 273 C++
UE4Editor-Engine-Win64-Debug.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 786 C++
UE4Editor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 651 C++
UE4Editor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 560 C++
UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1280 C++
UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,FDefaultAllocator> > & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1330 C++
UE4Editor-Engine-Win64-Debug.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 542 C++
UE4Editor-Engine-Win64-Debug.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1454 C++
UE4Editor-Engine-Win64-Debug.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 760 C++
UE4Editor-Engine-Win64-Debug.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1408 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1659 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 396 C++
UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 3296 C++
UE4Editor-Win64-Debug.exe!EngineTick() Line 63 C++
UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 169 C++
UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 199 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-53955 in the post.
1 |
Component | UE - Anim - Rigging |
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Affects Versions | 4.18 |
Target Fix | 4.19 |
Created | Jan 11, 2018 |
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Resolved | Jan 19, 2018 |
Updated | Oct 7, 2020 |