Basically, the problem is that the Main Thread is able to run AActor::Tick() (including Blueprint Tick Events) at the same time that the animation system is running functions such as UAnimInstance::SlotEvaluatePose(). Because you can do almost anything in AActor::Tick(), sometimes functions that are not thread-safe with the currently executing animation code can be called. In our case, we found that the UAnimInstance::Montage_Play() function was being invoked (through one of our Blueprint Tick Events) on the Main Thread, which can cause a crash if it's run in parallel with the animation worker threads.
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
An error occurred while trying to generate project files !?
Installer 4.10 failed with error code R-1603
I can't open my map from the editor.
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-13199 in the post.
0 |
Component | OLD - Anim |
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Affects Versions | 4.7.3 |
Target Fix | 4.8 |
Fix Commit | 2520815 |
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Created | Apr 2, 2015 |
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Resolved | Apr 26, 2015 |
Updated | May 18, 2020 |