Importing an FBX into an empty camera animation sequence crashes the editor. The import seems to fail when trying to add a camera cut track. Exporting an fbx from a camera animation sequence, deleting the camera binding, then importing the fbx is enough to repro, but I've attached an fbx too for testing.
RESULT
The editor crashes
LoginId:df4aa6ad49b9dec39d3de7ab854188c8
EpicAccountId:51427dd6e91e4ec79b3e59d214298ef2
Assertion failed: IsValid() [Link Removed] [Line: 1008]
UnrealEditor_Sequencer!FSequencerNodeTree::FindOrAddTypeEditor() [D:\_Release5.0\Engine\Source\Editor\Sequencer\Private\SequencerNodeTree.cpp:552]
UnrealEditor_Sequencer!FSequencerNodeTree::CreateOrUpdateTrack() [D:\_Release5.0\Engine\Source\Editor\Sequencer\Private\SequencerNodeTree.cpp:287]
UnrealEditor_Sequencer!FSequencerNodeTree::RefreshNodes() [D:\_Release5.0\Engine\Source\Editor\Sequencer\Private\SequencerNodeTree.cpp:167]
UnrealEditor_Sequencer!FSequencerNodeTree::Update() [D:\_Release5.0\Engine\Source\Editor\Sequencer\Private\SequencerNodeTree.cpp:447]
UnrealEditor_Sequencer!SSequencer::UpdateLayoutTree() [D:\_Release5.0\Engine\Source\Editor\Sequencer\Private\SSequencer.cpp:2999]
UnrealEditor_Sequencer!FSequencer::RefreshTree() [D:\_Release5.0\Engine\Source\Editor\Sequencer\Private\Sequencer.cpp:2332]
UnrealEditor_Sequencer!FSequencer::AddActors() [D:\_Release5.0\Engine\Source\Editor\Sequencer\Private\Sequencer.cpp:6209]
UnrealEditor_MovieSceneTools!ImportFBXCamera() [D:\_Release5.0\Engine\Source\Editor\MovieSceneTools\Private\MovieSceneToolHelpers.cpp:3212]
UnrealEditor_MovieSceneTools!SMovieSceneImportFBXSettings::OnImportFBXClicked() [D:\_Release5.0\Engine\Source\Editor\MovieSceneTools\Private\MovieSceneToolHelpers.cpp:3401]
UnrealEditor_MovieSceneTools!TBaseSPMethodDelegateInstance<0,SMovieSceneImportFBXSettings,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\_Release5.0\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\_Release5.0\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:464]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\_Release5.0\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:389]
UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\_Release5.0\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4964]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\_Release5.0\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:408]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\_Release5.0\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4950]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\_Release5.0\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5498]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\_Release5.0\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5463]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\_Release5.0\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2210]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\_Release5.0\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2699]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\_Release5.0\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1078]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\_Release5.0\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:916]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\_Release5.0\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:138]
UnrealEditor!FEngineLoop::Tick() [D:\_Release5.0\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5161]
UnrealEditor!GuardedMain() [D:\_Release5.0\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\_Release5.0\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\_Release5.0\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\_Release5.0\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
How would I go about lerping the rotation instead of it snapping when turning (pls dont sue me epic)
How to implement springarm components to scale according to mouse position in spawn?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-140470 in the post.
0 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 5.0 |
Target Fix | 5.0 |
Created | Jan 27, 2022 |
---|---|
Resolved | Feb 10, 2022 |
Updated | Jan 25, 2023 |