I saw a following assertion.
Assertion failed: (AdditivePoses.Num() > 0) || (NonAdditivePoses.Num() > 0) [Link Removed] [Line: 1381]
This is my quick fix
// code placeholder void FAnimInstanceProxy::SlotEvaluatePose(const FName& SlotNodeName, const FCompactPose& SourcePose, const FBlendedCurve& SourceCurve, float InSourceWeight, FCompactPose& BlendedPose, FBlendedCurve& BlendedCurve, float InBlendWeight, float InTotalNodeWeight) { // quick fix takashi.suzuki@epicgames.com - BEGIN //If it doesn't have any montages, just return if( MontageEvaluationData.Num() == 0 ) { return; } // quick fix takashi.suzuki@epicgames.com - END //Accessing MontageInstances from this function is not safe (as this can be called during Parallel Anim Evaluation! //Any montage data you need to add should be part of MontageEvaluationData // nothing to blend, just get it out if (InBlendWeight <= ZERO_ANIMWEIGHT_THRESH) { BlendedPose = SourcePose; BlendedCurve = SourceCurve; return; }
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UE4Editor-Engine.dll!FAnimInstanceProxy::SlotEvaluatePose(const FName & SlotNodeName, const FCompactPose & SourcePose, const FBlendedCurve & SourceCurve, float InSourceWeight, FCompactPose & BlendedPose, FBlendedCurve & BlendedCurve, float InBlendWeight, float InTotalNodeWeight) 行 1381 C++
UE4Editor-AnimGraphRuntime.dll!FAnimNode_Slot::Evaluate_AnyThread(FPoseContext & Output) 行 60 C++
UE4Editor-Engine.dll!FPoseLink::Evaluate(FPoseContext & Output) 行 375 C++
UE4Editor-Engine.dll!FAnimNode_SubInput::Evaluate_AnyThread(FPoseContext & Output) 行 44 C++
UE4Editor-Engine.dll!FPoseLink::Evaluate(FPoseContext & Output) 行 375 C++
UE4Editor-Engine.dll!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot(FPoseContext & Output, FAnimNode_Base * InRootNode) 行 1269 C++
UE4Editor-Engine.dll!FAnimInstanceProxy::EvaluateAnimation_WithRoot(FPoseContext & Output, FAnimNode_Base * InRootNode) 行 1210 C++
UE4Editor-Engine.dll!FAnimNode_SubInstance::Evaluate_AnyThread(FPoseContext & Output) 行 72 C++
UE4Editor-Engine.dll!FPoseLink::Evaluate(FPoseContext & Output) 行 375 C++
UE4Editor-Engine.dll!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot(FPoseContext & Output, FAnimNode_Base * InRootNode) 行 1269 C++
UE4Editor-Engine.dll!FAnimInstanceProxy::EvaluateAnimation_WithRoot(FPoseContext & Output, FAnimNode_Base * InRootNode) 行 1210 C++
UE4Editor-Engine.dll!UAnimInstance::ParallelEvaluateAnimation(bool bForceRefPose, const USkeletalMesh * InSkeletalMesh, FBlendedHeapCurve & OutCurve, FCompactPose & OutPose) 行 665 C++
UE4Editor-Engine.dll!USkeletalMeshComponent::EvaluateAnimation(const USkeletalMesh * InSkeletalMesh, UAnimInstance * InAnimInstance, FVector & OutRootBoneTranslation, FBlendedHeapCurve & OutCurve, FCompactPose & OutPose) 行 1765 C++
UE4Editor-Engine.dll!USkeletalMeshComponent::PerformAnimationProcessing(const USkeletalMesh * InSkeletalMesh, UAnimInstance * InAnimInstance, bool bInDoEvaluation, TArray<FTransform,TSizedDefaultAllocator<32> > & OutSpaceBases, TArray<FTransform,TSizedDefaultAllocator<32> > & OutBoneSpaceTransforms, FVector & OutRootBoneTranslation, FBlendedHeapCurve & OutCurve) 行 1847 C++
UE4Editor-Engine.dll!USkeletalMeshComponent::ParallelAnimationEvaluation() 行 3500 C++
UE4Editor-Engine.dll!USkeletalMeshComponent::DoParallelEvaluationTasks_OnGameThread() 行 2224 C++
UE4Editor-Engine.dll!USkeletalMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction * TickFunction) 行 2136 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-81174 in the post.
1 |
Component | OLD - Anim |
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Affects Versions | 4.23 |
Target Fix | 4.24 |
Created | Oct 2, 2019 |
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Resolved | Oct 21, 2019 |
Updated | Jan 25, 2021 |