Description

Editor crashes when an Animation Blueprint Template is compiled with 'Layered Blend Per Bone' node.

Steps to Reproduce
  1. Create or open a project made with Preview 2
  2. Create a new Animation Blueprint from Template
    1. Right Click>Animation>Animation Blueprint
    2. Select Template
    3. Select Create
  3. In the Animation Graph add a 'Layered Blend Per Bone' node
  4. Connect the 'Layered Blend' node to the output pose
  5. Select Compile

Expected Results:

The Animation Blueprint compiles without warning or error.

Actual Results:
Editor crashes: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000168

Callstack
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000168
UnrealEditor_AnimGraphRuntime!FAnimNode_LayeredBoneBlend::ArePerBoneBlendWeightsValid() [D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\AnimNodes\AnimNode_LayeredBoneBlend.cpp:51]
UnrealEditor_AnimGraph!UAnimGraphNode_LayeredBoneBlend::ValidateAnimNodeDuringCompilation() [D:\build\++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimGraphNode_LayeredBoneBlend.cpp:191]
UnrealEditor_AnimGraph!FAnimBlueprintCompilerContext::ProcessAnimationNode() [D:\build\++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimBlueprintCompiler.cpp:250]
UnrealEditor_AnimGraph!FAnimBlueprintCompilerContext::ProcessAnimationNodes() [D:\build\++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimBlueprintCompiler.cpp:561]
UnrealEditor_AnimGraph!FAnimBlueprintCompilerContext::ProcessAllAnimationNodes() [D:\build\++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimBlueprintCompiler.cpp:692]
UnrealEditor_AnimGraph!FAnimBlueprintCompilerContext::MergeUbergraphPagesIn() [D:\build\++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimBlueprintCompiler.cpp:1211]
UnrealEditor_KismetCompiler!FKismetCompilerContext::CreateAndProcessUbergraph() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:3745]
UnrealEditor_KismetCompiler!FKismetCompilerContext::CreateFunctionList() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:4331]
UnrealEditor_KismetCompiler!FKismetCompilerContext::CompileClassLayout() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:4546]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1296]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:267]
UnrealEditor_Kismet!FBlueprintCompilationManager::CompileSynchronously() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3158]
UnrealEditor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp:761]
UnrealEditor_Kismet!FBlueprintEditor::Compile() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:3873]
UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UnrealEditor_Slate!FUICommandList::ExecuteAction() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:99]
UnrealEditor_Slate!SToolBarButtonBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SToolBarButtonBlock.cpp:384]
UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:464]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:389]
UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4961]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:405]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4947]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5495]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5460]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2210]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2699]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1078]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:916]
user32
user32
InkObj
atlthunk
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:138]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5139]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\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

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Fixed
ComponentUE - Anim - Runtime
Affects Versions5.0
Target Fix5.0.2
Fix Commit19845750
Main Commit19846531
Release Commit19845750
CreatedMar 17, 2022
ResolvedApr 21, 2022
UpdatedJan 25, 2023