Check encountered by CloudChamber. Slack thread:
[Link Removed]
From Slack:
if I use that ChildBP as a LinkedInstance in another AnimBP and then close the editor and reopen it, I hit the following check when trying to open the AnimBP
check(NewAnimBlueprintClass->GetSparseClassDataStruct()>IsChildOf(RootAnimClass>GetSparseClassDataStruct()));
UnrealEditor-AnimGraph.dll!FAnimBlueprintCompilerContext::CopyTermDefaultsToDefaultObject(UObject * DefaultObject) Line 743 C++
UnrealEditor-KismetCompiler.dll!FKismetCompilerContext::PropagateValuesToCDO(UObject * InNewCDO, UObject * InOldCDO) Line 1300 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::ReinstanceBatch(TArray<FReinstancingJob,TSizedDefaultAllocator<32>> & Reinstancers, TMap<UClass *,UClass *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,UClass *,0>> & InOutOldToNewClassMap, FUObjectSerializeContext * InLoadContext) Line 2099 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool bSuppressBroadcastCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiledOrSkeletonCompiled, FUObjectSerializeContext * InLoadContext) Line 1422 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManager::FlushCompilationQueue(FUObjectSerializeContext * InLoadContext) Line 3085 C++
UnrealEditor-CoreUObject.dll!FScopedClassDependencyGather::~FScopedClassDependencyGather() Line 457 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 5127 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FLinkerLoad::GetExportLoadClass(int) Line 3725 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4608 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 3697 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3868 C++
UnrealEditor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1328 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner::__l2::<lambda>(FObjectImport & Import, TOptional<FScopedSlowTask> & SlowTask) Line 3244 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 3360 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2924 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 3388 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2924 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::Verify() Line 2696 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::FinalizeCreation(TMap<TTuple<FName,FPackageIndex>,FPackageIndex,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TTuple<FName,FPackageIndex>,FPackageIndex,0>> * ObjectNameWithOuterToExportMap) Line 2531 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit, TMap<TTuple<FName,FPackageIndex>,FPackageIndex,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TTuple<FName,FPackageIndex>,FPackageIndex,0>> * ObjectNameWithOuterToExportMap) Line 817 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateLinker(FUObjectSerializeContext * LoadContext, UPackage * Parent, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InLoader, const FLinkerInstancingContext * InstancingContext) Line 471 C++
UnrealEditor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const FPackagePath & InPackagePath, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid, FArchive * InReaderOverride, FUObjectSerializeContext * * InOutLoadContext, FLinkerLoad * ImportLinker, const FLinkerInstancingContext * InstancingContext) Line 885 C++
UnrealEditor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1223 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner::__l2::<lambda>(FObjectImport & Import, TOptional<FScopedSlowTask> & SlowTask) Line 3244 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 3360 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2924 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImportInner(const int ImportIndex, FString & WarningSuffix) Line 3388 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::VerifyImport(int ImportIndex) Line 2924 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::Verify() Line 2696 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::FinalizeCreation(TMap<TTuple<FName,FPackageIndex>,FPackageIndex,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TTuple<FName,FPackageIndex>,FPackageIndex,0>> * ObjectNameWithOuterToExportMap) Line 2531 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit, TMap<TTuple<FName,FPackageIndex>,FPackageIndex,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TTuple<FName,FPackageIndex>,FPackageIndex,0>> * ObjectNameWithOuterToExportMap) Line 817 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::CreateLinker(FUObjectSerializeContext * LoadContext, UPackage * Parent, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InLoader, const FLinkerInstancingContext * InstancingContext) Line 471 C++
UnrealEditor-CoreUObject.dll!GetPackageLinker(UPackage * InOuter, const FPackagePath & InPackagePath, unsigned int LoadFlags, UPackageMap * Sandbox, FGuid * CompatibleGuid, FArchive * InReaderOverride, FUObjectSerializeContext * * InOutLoadContext, FLinkerLoad * ImportLinker, const FLinkerInstancingContext * InstancingContext) Line 885 C++
UnrealEditor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1223 C++
UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1515 C++
UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1495 C++
UnrealEditor-CoreUObject.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, const FLinkerInstancingContext * InstancingContext) Line 801 C++
UnrealEditor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 876 C++
UnrealEditor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 951 C++
[Inline Frame] UnrealEditor-ContentBrowserAssetDataSource.dll!LoadObject(UObject *) Line 1500 C++
[Inline Frame] UnrealEditor-ContentBrowserAssetDataSource.dll!FAssetData::GetAsset() Line 301 C++
UnrealEditor-ContentBrowserAssetDataSource.dll!ContentBrowserAssetData::EditOrPreviewAssetFileItems(TArrayView<TSharedRef<FContentBrowserAssetFileItemDataPayload const ,1> const ,int> InAssetPayloads, const bool bIsPreview) Line 294 C++
UnrealEditor-ContentBrowserAssetDataSource.dll!ContentBrowserAssetData::EditOrPreviewItems(IAssetTools * InAssetTools, const UContentBrowserDataSource * InOwnerDataSource, TArrayView<FContentBrowserItemData const ,int> InItems, const bool bIsPreview) Line 325 C++
[Inline Frame] UnrealEditor-ContentBrowserAssetDataSource.dll!ContentBrowserAssetData::EditItems(IAssetTools *) Line 330 C++
UnrealEditor-ContentBrowserAssetDataSource.dll!UContentBrowserAssetDataSource::BulkEditItems(TArrayView<FContentBrowserItemData const ,int> InItems) Line 1152 C++
[Inline Frame] UnrealEditor-ContentBrowser.dll!TConstSetBitIterator<FDefaultBitArrayAllocator>::operator++() Line 1786 C++
[Inline Frame] UnrealEditor-ContentBrowser.dll!TSparseArray<TSetElement<TTuple<UContentBrowserDataSource *,TArray<FContentBrowserItemData,TSizedDefaultAllocator<32>>>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::TBaseIterator<0>::operator++() Line 856 C++
[Inline Frame] UnrealEditor-ContentBrowser.dll!TSet<TTuple<UContentBrowserDataSource *,TArray<FContentBrowserItemData,TSizedDefaultAllocator<32>>>,TDefaultMapHashableKeyFuncs<UContentBrowserDataSource *,TArray<FContentBrowserItemData,TSizedDefaultAllocator<32>>,0>,FDefaultSetAllocator>::TBaseIterator<0,1>::operator++() Line 1584 C++
[Inline Frame] UnrealEditor-ContentBrowser.dll!TMapBase<UContentBrowserDataSource *,TArray<FContentBrowserItemData,TSizedDefaultAllocator<32>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UContentBrowserDataSource *,TArray<FContentBrowserItemData,TSizedDefaultAllocator<32>>,0>>::TBaseIterator<0,1>::operator++() Line 804 C++
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does UMG set overlapping layouts?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Why does the system plugin 'UnrealBuildTool' error could not be found when the project is compiled?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What property of the Slider is the image used when dragging?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-117412 in the post.
3 |
Component | UE - Anim - Runtime - Anim Blueprints |
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Affects Versions | 5.0 |
Target Fix | 5.0 |
Created | Jun 7, 2021 |
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Resolved | Sep 1, 2021 |
Updated | Jan 7, 2022 |