The problem is caused by the animation sequence playback position being set out of range from Sequencer.
The call stack is :
UE4Editor-AnimGraphRuntime.dll!FAnimSequencerInstanceProxy::UpdateAnimTrack(UAnimSequenceBase * InAnimSequence, unsigned int SequenceId, const TOptional<FRootMotionOverride> & InRootMotionOverride, TOptional<float> InFromPosition, float InToPosition, float Weight, bool bFireNotifies) Line 202 C++ [Inline Frame] UE4Editor-AnimGraphRuntime.dll!FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion(UAnimSequenceBase *) Line 187 C++ UE4Editor-AnimGraphRuntime.dll!UAnimSequencerInstance::UpdateAnimTrackWithRootMotion(UAnimSequenceBase * InAnimSequence, int SequenceId, const TOptional<FRootMotionOverride> & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies) Line 41 C++ UE4Editor-MovieSceneTracks.dll!UE::MovieScene::FComponentAnimationActuator::PreviewSetAnimPosition(FPersistentEvaluationData & PersistentData, IMovieScenePlayer & Player, USkeletalMeshComponent * SkeletalMeshComponent, FName SlotName, FObjectKey Section, UAnimSequenceBase * InAnimSequence, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, float DeltaTime, bool bPlaying, bool bResetDynamics, bool bForceCustomMode, const UMovieSceneSkeletalAnimationSection * AnimSection, FFrameTime CurrentTime) Line 528 C++ UE4Editor-MovieSceneTracks.dll!UE::MovieScene::FComponentAnimationActuator::ApplyAnimations(FPersistentEvaluationData & PersistentData, IMovieScenePlayer & Player, USkeletalMeshComponent * SkeletalMeshComponent, TArrayView<FMinimalAnimParameters const ,int> Parameters, float DeltaTime, bool bPreviewPlayback, bool bFireNotifies, bool bResetDynamics) Line 426 C++ UE4Editor-MovieSceneTracks.dll!UE::MovieScene::FComponentAnimationActuator::Actuate(UObject * InObject, const UE::MovieScene::FBlendedAnimation & InFinalValue, const TBlendableTokenStack<UE::MovieScene::FBlendedAnimation> & OriginalStack, const FMovieSceneContext & Context, FPersistentEvaluationData & PersistentData, IMovieScenePlayer & Player) Line 352 C++ UE4Editor-MovieSceneTracks.dll!TBlendableTokenStack<UE::MovieScene::FBlendedAnimation>::ComputeAndActuate(UObject * InObject, FMovieSceneBlendingAccumulator & Accumulator, FMovieSceneBlendingActuatorID InActuatorType, const FMovieSceneContext & Context, FPersistentEvaluationData & PersistentData, IMovieScenePlayer & Player) Line 28 C++ UE4Editor-MovieScene.dll!FMovieSceneBlendingAccumulator::Apply(const FMovieSceneContext & Context, FPersistentEvaluationData & PersistentData, IMovieScenePlayer & Player) Line 24 C++ UE4Editor-MovieScene.dll!FMovieSceneExecutionTokens::Apply(const FMovieSceneContext & RootContext, IMovieScenePlayer & Player) Line 77 C++ UE4Editor-MovieScene.dll!FMovieSceneTrackEvaluator::EvaluateGroup(const FMovieSceneEvaluationGroup & Group, const FMovieSceneContext & RootContext, IMovieScenePlayer & Player) Line 228 C++ UE4Editor-MovieScene.dll!FMovieSceneTrackEvaluator::Evaluate(FMovieSceneContext Context, IMovieScenePlayer & Player, FMovieSceneSequenceID InOverrideRootID) Line 132 C++ UE4Editor-MovieScene.dll!UE::MovieScene::FSequenceInstance::RunLegacyTrackTemplates() Line 285 C++ UE4Editor-MovieScene.dll!UE::MovieScene::FInstanceRegistry::FinalizeFrame() Line 153 C++ UE4Editor-MovieScene.dll!FMovieSceneEntitySystemRunner::GameThread_EvaluationFinalizationPhase() Line 471 C++ UE4Editor-MovieScene.dll!FMovieSceneEntitySystemRunner::DoFlushUpdateQueueOnce() Line 187 C++ UE4Editor-MovieScene.dll!FMovieSceneEntitySystemRunner::Flush() Line 147 C++ UE4Editor-MovieScene.dll!FMovieSceneRootEvaluationTemplateInstance::Evaluate(FMovieSceneContext Context, IMovieScenePlayer & Player) Line 147 C++ UE4Editor-Sequencer.dll!FSequencer::EvaluateInternal(FMovieSceneEvaluationRange InRange, bool bHasJumped) Line 3350 C++ UE4Editor-Sequencer.dll!FSequencer::SetLocalTimeLooped(FFrameTime NewLocalTime) Line 5059 C++ UE4Editor-Sequencer.dll!FSequencer::Tick(float InDeltaTime) Line 758 C++ UE4Editor-UnrealEd.dll!FTickableEditorObject::TickObjects(const float DeltaSeconds) Line 45 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1502 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ UE4Editor.exe!FEngineLoop::Tick() Line 4921 C++ [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178 C++ UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320 C++ [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ UE4Editor.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!00007ffcc9137034() Unknown ntdll.dll!00007ffccaf62651() Unknown
Result:
Ensure condition failed occurs.
Error message:
Ensure condition failed: bPlayingBackwards ? (CurrentPosition <= PreviousPosition) : (CurrentPosition >= PreviousPosition) [File:D:/dev/UnrealEngine-4.27.2/Engine/Source/Runtime/Engine/Private/Animation/AnimSequenceBase.cpp] [Line: 214]
in Animation AS_EnsureTest(Skeleton UE4_Mannequin_Skeleton) : bPlayingBackwards(0), PreviousPosition(8.00), Current Position(8.00)
[Inline Frame] UE4Editor-Engine.dll!UAnimSequenceBase::GetAnimNotifies::__l10::<lambda_b7170629e535a50c2f4eb7028e514362>::operator()() Line 213 C++ UE4Editor-Engine.dll!UAnimSequenceBase::GetAnimNotifies(const float & StartTime, const float & DeltaTime, const bool bAllowLooping, TArray<FAnimNotifyEventReference,TSizedDefaultAllocator<32>> & OutActiveNotifies) Line 213 C++ UE4Editor-Engine.dll!UAnimSequenceBase::HandleAssetPlayerTickedInternal(FAnimAssetTickContext & Context, const float PreviousTime, const float MoveDelta, const FAnimTickRecord & Instance, FAnimNotifyQueue & NotifyQueue) Line 772 C++ UE4Editor-Engine.dll!UAnimSequence::HandleAssetPlayerTickedInternal(FAnimAssetTickContext & Context, const float PreviousTime, const float MoveDelta, const FAnimTickRecord & Instance, FAnimNotifyQueue & NotifyQueue) Line 1358 C++ UE4Editor-Engine.dll!UAnimSequenceBase::TickAssetPlayer(FAnimTickRecord & Instance, FAnimNotifyQueue & NotifyQueue, FAnimAssetTickContext & Context) Line 373 C++ UE4Editor-Engine.dll!FAnimInstanceProxy::TickAssetPlayerInstances(float DeltaSeconds) Line 900 C++ UE4Editor-Engine.dll!UAnimInstance::UpdateAnimation(float DeltaSeconds, bool bNeedsValidRootMotion, UAnimInstance::EUpdateAnimationFlag UpdateFlag) Line 521 C++ UE4Editor-Engine.dll!USkeletalMeshComponent::TickAnimation(float DeltaTime, bool bNeedsValidRootMotion) Line 1118 C++ UE4Editor-Engine.dll!USkeletalMeshComponent::TickPose(float DeltaTime, bool bNeedsValidRootMotion) Line 1278 C++ UE4Editor-Engine.dll!USkinnedMeshComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) Line 854 C++ UE4Editor-Engine.dll!USkeletalMeshComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) Line 1375 C++ [Inline Frame] UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick::__l2::<lambda_865f1c8123559010106a353ada1cfb7d>::operator()(float) Line 1012 C++ UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_865f1c8123559010106a353ada1cfb7d>>(UActorComponent * Target, bool bTickInEditor, float DeltaTime, ELevelTick TickType, const FActorComponentTickFunction::ExecuteTick::__l2::<lambda_865f1c8123559010106a353ada1cfb7d> & ExecuteTickFunc) Line 3586 C++ UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1014 C++ UE4Editor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 284 C++ UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 886 C++ [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 524 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 710 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 602 C++ [Inline Frame] UE4Editor-Core.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1480 C++ UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1532 C++ UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 564 C++ UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1585 C++ UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 785 C++ UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1494 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1534 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ UE4Editor.exe!FEngineLoop::Tick() Line 4921 C++ [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178 C++ UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320 C++ [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ UE4Editor.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!00007ffcc9137034() Unknown ntdll.dll!00007ffccaf62651() Unknown
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1 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.27 |
Target Fix | 5.1 |
Created | May 10, 2022 |
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Resolved | May 18, 2022 |
Updated | May 28, 2022 |