Description

Engine crashes when i try to remove unused bones.

I have lot of things going on in those characters, they all share same skeleton.
There are anim blueprints with control rig and pose drivers, there is a few animations.
I am using pose assets too.
I wonder if version control is causing it or pose assets.

Steps to Reproduce

Grab my stream on Twinmotion:
//Twinmotion-DevAnimatedHumanRework
Sync to changelist (can be UnrealtGameSync):
15665483
Then go to engine and go to asset:
/Plugins/TwinmotionToUnrealContent/Content/Library/Characters/Humans_Rework/_common/skeletons/SKEL_Human.uasset
Try to clean unused bones and the engine will crash.

Callstack

LoginId:bb0efc164d12483aac5ffba2f4106d21
EpicAccountId:1905d980048f460d83a852e54b35e4be

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000019111771000

VCRUNTIME140
UE4Editor_Engine!FPoseDataContainer::DeleteTrack() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Engine\Private\Animation\PoseAsset.cpp:1473]
UE4Editor_Engine!UPoseAsset::RemapTracksToNewSkeleton() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Engine\Private\Animation\PoseAsset.cpp:1520]
UE4Editor_Engine!UAnimationAsset::ReplaceSkeleton() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Engine\Private\AnimationAsset.cpp:362]
UE4Editor_Engine!UAnimationAsset::ValidateSkeleton() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Engine\Private\AnimationAsset.cpp:535]
UE4Editor_Engine!USkeleton::HandleSkeletonHierarchyChange() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Engine\Private\Animation\Skeleton.cpp:1091]
UE4Editor_Engine!USkeleton::RemoveBonesFromSkeleton() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Engine\Private\Animation\Skeleton.cpp:1044]
UE4Editor_SkeletonEditor!FEditableSkeleton::RemoveUnusedBones() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Editor\SkeletonEditor\Private\EditableSkeleton.cpp:1580]
UE4Editor_SkeletonEditor!FSkeletonEditor::RemoveUnusedBones() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Editor\SkeletonEditor\Private\SkeletonEditor.cpp:295]
UE4Editor_SkeletonEditor!TBaseSPMethodDelegateInstance<0,FSkeletonEditor,0,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UE4Editor_Slate!FUICommandList::ExecuteAction() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:102]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1058]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1018]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_Slate!SButton::ExecuteOnClick() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:385]
UE4Editor_Slate!SButton::OnMouseButtonUp() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:304]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:386]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4815]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5356]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5321]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2174]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2638]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1042]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:874]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor_Win64_DebugGame!FEngineLoop::Tick() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4748]
UE4Editor_Win64_DebugGame!GuardedMain() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor_Win64_DebugGame!GuardedMainWrapper() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor_Win64_DebugGame!WinMain() [D:\Twinmotion\AnimatedHumans2021.2\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor_Win64_DebugGame!__scrt_common_main_seh() [D:\agent\_work\9\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentUE - Anim - Runtime
Affects Versions4.26
Target Fix4.27
Fix Commit15953164
Main Commit15953164
CreatedMar 10, 2021
ResolvedApr 8, 2021
UpdatedNov 30, 2022