Description

Generated from CrashReporter

Steps to Reproduce

Found repro

-add virtual bone

-add that to linked bone

  • remove the VB

 

Other repro

  • also reimport with removing joint - and make sure that joint to be removed is used by connected bones in the curve
  • Use remove unused bones in skeleton editor 

 

Callstack
UE4Editor-Engine!FBoneContainer::CacheRequiredAnimCurveUids(FCurveEvaluationOption const &) [BoneContainer.cpp:263]
UE4Editor-Engine!FBoneContainer::Initialize(FCurveEvaluationOption const &) [BoneContainer.cpp:188]
UE4Editor-Engine!FAnimInstanceProxy::RecalcRequiredBones(USkeletalMeshComponent *,UObject *) [AnimInstanceProxy.cpp:1048]
UE4Editor-Engine!UAnimInstance::RecalcRequiredBones() [AnimInstance.cpp:1089]
UE4Editor-Engine!USkeletalMeshComponent::RecalcRequiredBones(int) [SkeletalMeshComponent.cpp:1658]
UE4Editor-Engine!USkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction *) [SkeletalMeshComponent.cpp:1941]
UE4Editor-UnrealEd!UDebugSkelMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction *) [DebugSkelMeshComponent.cpp:479]
UE4Editor-Engine!USkinnedMeshComponent::TickComponent(float,ELevelTick,FActorComponentTickFunction *) [SkinnedMeshComponent.cpp:778]
UE4Editor-Engine!USkeletalMeshComponent::TickComponent(float,ELevelTick,FActorComponentTickFunction *) [SkeletalMeshComponent.cpp:1239]
UE4Editor-UnrealEd!UDebugSkelMeshComponent::TickComponent(float,ELevelTick,FActorComponentTickFunction *) [DebugSkelMeshComponent.cpp:788]
UE4Editor-Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_3709318d6805ded621dc256d05754a1f> >  [Actor.h:3143]
UE4Editor-Engine!FActorComponentTickFunction::ExecuteTick(float,ELevelTick,ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [ActorComponent.cpp:800]
UE4Editor-Engine!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> &,ENamedThreads::Type) [TaskGraphInterfaces.h:829]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:679]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:575]
UE4Editor-Core!FTaskGraphImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,FDefaultAllocator> > const &,ENamedThreads::Type) [TaskGraph.cpp:1444]
UE4Editor-Engine!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup,bool) [TickTaskManager.cpp:556]
UE4Editor-Engine!FTickTaskManager::RunTickGroup(ETickingGroup,bool) [TickTaskManager.cpp:1474]
UE4Editor-Engine!UWorld::RunTickGroup(ETickingGroup,bool) [LevelTick.cpp:783]
UE4Editor-Engine!UWorld::Tick(ELevelTick,float) [LevelTick.cpp:1468]
UE4Editor-Persona!FAnimationEditorPreviewScene::Tick(float) [AnimationEditorPreviewScene.cpp:1106]
UE4Editor-UnrealEd!FTickableEditorObject::TickObjects(float) [TickableEditorObject.h:45]
UE4Editor-UnrealEd!UEditorEngine::Tick(float,bool) [EditorEngine.cpp:1517]
UE4Editor-UnrealEd!UUnrealEdEngine::Tick(float,bool) [UnrealEdEngine.cpp:403]
UE4Editor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:3699]
UE4Editor!GuardedMain(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [Launch.cpp:174]
UE4Editor!GuardedMainWrapper(wchar_t const *,HINSTANCE__ *,HINSTANCE__ *,int) [LaunchWindows.cpp:145]
UE4Editor!WinMain  [LaunchWindows.cpp:276]
UE4Editor!__scrt_common_main_seh  [exe_common.inl:283]
KERNEL32!45670000  + 13034
ntdll!46fa0000  + 73691

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Fixed
ComponentOLD - Anim
Affects Versions4.21
Target Fix4.22
Fix Commit5312787
Main Commit5316161
Release Commit5312787
CreatedFeb 1, 2019
ResolvedMar 6, 2019
UpdatedMar 26, 2019
View Jira Issue