Disabling looping in a nested subsequence seems to crash the editor
upd. Regression was checked on //UE4/Release-4.26 CL 15973114, the issue wasn't reproduced. Regression - Yes
RESULT:
The editor will crash
> UE4Editor-Sequencer-Win64-Debug.dll!FMovieSceneSequenceTransform::InverseFromWarp(const TArrayView<unsigned int const ,int> & WarpCounts) Line 443 C+> UE4Editor-Sequencer-Win64-Debug.dll!FMovieSceneSequenceTransform::InverseFromWarp(const TArrayView<unsigned int const ,int> & WarpCounts) Line 443 C UE4Editor-Sequencer-Win64-Debug.dll!FMovieSceneSequenceTransform::InverseFromWarp(const FMovieSceneWarpCounter & WarpCounter) Line 432 C UE4Editor-Sequencer-Win64-Debug.dll!TMovieSceneTimeArray<FMovieSceneMarkedFrame>::UpdateCachedInverseTransform() Line 146 C UE4Editor-Sequencer-Win64-Debug.dll!TMovieSceneTimeArray<FMovieSceneMarkedFrame>::PushTransform(const FMovieSceneTimeTransform & InTransform) Line 44 C UE4Editor-Sequencer-Win64-Debug.dll!UE::MovieScene::FindGlobalMarkedFrames(const ISequencer & Sequencer, const FMovieSceneSequenceHierarchy * SequenceHierarchy, const FMovieSceneSequenceID & FocusedSequenceID, const FMovieSceneSequenceID & SequenceID, TRange<FFrameNumber> GatherRange, TMovieSceneTimeArray<FMovieSceneMarkedFrame> & OutTimestampedGlobalMarkedFrames) Line 76 C UE4Editor-Sequencer-Win64-Debug.dll!UE::MovieScene::FindGlobalMarkedFrames(const ISequencer & Sequencer, const FMovieSceneSequenceHierarchy * SequenceHierarchy, const FMovieSceneSequenceID & FocusedSequenceID, const FMovieSceneSequenceID & SequenceID, TRange<FFrameNumber> GatherRange, TMovieSceneTimeArray<FMovieSceneMarkedFrame> & OutTimestampedGlobalMarkedFrames) Line 129 C UE4Editor-Sequencer-Win64-Debug.dll!FSequencerMarkedFrameHelper::FindGlobalMarkedFrames(ISequencer & Sequencer, TArray<unsigned int,TSizedDefaultAllocator<32>> LoopCounter, TArray<FMovieSceneMarkedFrame,TSizedDefaultAllocator<32>> & OutGlobalMarkedFrames) Line 186 C UE4Editor-Sequencer-Win64-Debug.dll!FSequencer::UpdateGlobalMarkedFramesCache() Line 11636 C UE4Editor-Sequencer-Win64-Debug.dll!FSequencer::Tick(float InDeltaTime) Line 830 C UE4Editor-UnrealEd-Win64-Debug.dll!FTickableEditorObject::TickObjects(const float DeltaSeconds) Line 45 C UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1502 C UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 4922 C UE4Editor-Win64-Debug.exe!EngineTick() Line 63 C UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 181 C UE4Editor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * _formal, int nCmdShow, const wchar_t * CmdLine) Line 262 C UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE_ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320 C+
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-124607 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.27 |
Target Fix | 4.27.1, 5.0 |
Created | Aug 26, 2021 |
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Resolved | Sep 1, 2021 |
Updated | Dec 1, 2022 |