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152 bool FAnimPreviewInstanceProxy::Evaluate(FPoseContext& Output) 153 { 154 // we cant evaluate on a worker thread here because of the key delegate needing to be fired 155 check(IsInGameThread()); 156 157 ***** if (CopyPoseNode.SourceMeshComponent.IsValid()) 158 { 159 CopyPoseNode.Evaluate_AnyThread(Output); 160 }
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Assertion failed: IsInGameThread() [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Editor\AnimGraph\Private\AnimPreviewInstance.cpp] [Line: 156] UE4Editor_AnimGraph!FAnimPreviewInstanceProxy::Evaluate() [animpreviewinstance.cpp:158] UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() [animinstanceproxy.cpp:1029] UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() [animinstance.cpp:615] UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [skeletalmeshcomponent.cpp:1639] UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [skeletalmeshcomponent.cpp:1721] UE4Editor_Engine!FParallelAnimationEvaluationTask::DoTask() [skeletalmeshcomponent.cpp:108] UE4Editor_Engine!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [taskgraphinterfaces.h:829] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [taskgraph.cpp:934] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [taskgraph.cpp:800] UE4Editor_Core!FTaskThreadBase::Run() [taskgraph.cpp:516] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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0 |
Component | OLD - Anim |
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Affects Versions | 4.19 |
Target Fix | 4.19 |
Created | Feb 27, 2018 |
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Resolved | Feb 28, 2018 |
Updated | Apr 27, 2018 |