If user connect a function that returns a Blendspace Asset to a Blendspace Player that BlendSpaceAsset settings are exposed to a pin, it crashes in the package.
It does not occur if user do not connect the function to the public pin. That is, if user make a Blendspace Asset variable and connect it to a pin, or bind a function to a pin.
> [インライン フレーム] Game-Win64-DebugGame.exe!FFrame::ReadProperty() 行 280 C++
Game-Win64-DebugGame.exe!UObject::execStructMemberContext(UObject * Context, FFrame & Stack, void * const Z_Param__Result) 行 2935 C++
[インライン フレーム] Game-Win64-DebugGame.exe!FFrame::Step(UObject *) 行 422 C++
Game-Win64-DebugGame.exe!UObject::execLetObj(UObject * Context, FFrame & Stack, void * const Z_Param__Result) 行 2669 C++
[インライン フレーム] Game-Win64-DebugGame.exe!FFrame::Step(UObject *) 行 422 C++
Game-Win64-DebugGame.exe!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) 行 1082 C++
Game-Win64-DebugGame.exe!ProcessScriptFunction<void (_cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) 行 912 C++
Game-Win64-DebugGame.exe!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) 行 1145 C++
[インライン フレーム] Game-Win64-DebugGame.exe!FFrame::Step(UObject *) 行 422 C++
Game-Win64-DebugGame.exe!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) 行 1082 C++
Game-Win64-DebugGame.exe!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) 行 1170 C++
Game-Win64-DebugGame.exe!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) 行 5913 C++
Game-Win64-DebugGame.exe!UObject::ProcessEvent(UFunction * Function, void * Parms) 行 2003 C++
Game-Win64-DebugGame.exe!FExposedValueHandler::Execute(const FAnimationBaseContext & Context) 行 56 C++
Game-Win64-DebugGame.exe!FAnimNode_BlendSpacePlayer::Initialize_AnyThread(const FAnimationInitializeContext & Context) 行 54 C++
Game-Win64-DebugGame.exe!FPoseLinkBase::Initialize(const FAnimationInitializeContext & InContext) 行 183 C++
Game-Win64-DebugGame.exe!FAnimNode_TwoWayBlend::Initialize_AnyThread(const FAnimationInitializeContext & Context) 行 19 C++
Game-Win64-DebugGame.exe!FPoseLinkBase::Initialize(const FAnimationInitializeContext & InContext) 行 183 C++
[インライン フレーム] Game-Win64-DebugGame.exe!FPoseLinkBase::Initialize(const FAnimationInitializeContext &) 行 182 C++
Game-Win64-DebugGame.exe!FAnimNode_StateMachine::SetState(const FAnimationBaseContext & Context, int NewStateIndex) 行 1063 C++
Game-Win64-DebugGame.exe!FAnimNode_StateMachine::Initialize_AnyThread(const FAnimationInitializeContext & Context) 行 271 C++
Game-Win64-DebugGame.exe!FPoseLinkBase::Initialize(const FAnimationInitializeContext & InContext) 行 183 C++
Game-Win64-DebugGame.exe!FAnimNode_Slot::Initialize_AnyThread(const FAnimationInitializeContext & Context) 行 17 C++
Game-Win64-DebugGame.exe!FPoseLinkBase::Initialize(const FAnimationInitializeContext & InContext) 行 183 C++
Game-Win64-DebugGame.exe!FAnimInstanceProxy::InitializeRootNode_WithRoot(FAnimNode_Base * InRootNode) 行 308 C++
Game-Win64-DebugGame.exe!FAnimInstanceProxy::InitializeRootNode(bool bInDeferRootNodeInitialization) 行 282 C++
Game-Win64-DebugGame.exe!UAnimInstance::InitializeAnimation(bool bInDeferRootNodeInitialization) 行 248 C++
Game-Win64-DebugGame.exe!USkeletalMeshComponent::InitializeAnimScriptInstance(bool bForceReinit, bool bInDeferRootNodeInitialization) 行 826 C++
Game-Win64-DebugGame.exe!USkeletalMeshComponent::InitAnim(bool bForceReinit) 行 757 C++
Game-Win64-DebugGame.exe!USkeletalMeshComponent::SetAnimInstanceClass(UClass * NewClass) 行 3033 C++
Game-Win64-DebugGame.exe!FAppCharacterResourceAssistant::SetupCharacter() 行 342 C++
Game-Win64-DebugGame.exe!FAppCharacterResourceAssistant::ExecuteMeshBuilding() 行 295 C++
Game-Win64-DebugGame.exe!FAppCharacterResourceAssistant::Update() 行 100 C++
Game-Win64-DebugGame.exe!AAppCharacterBase::UpdateResource(float DeltaTime) 行 293 C++
Game-Win64-DebugGame.exe!AAppCharacterBase::Query(float DeltaTime) 行 187 C++
Game-Win64-DebugGame.exe!IAppAsyncLoadInterface::UpdateLoadingInternal(float DeltaTime) 行 76 C++
Game-Win64-DebugGame.exe!IAppAsyncLoadActorInterface::UpdateLoadingInternal(float DeltaTime) 行 135 C++
Game-Win64-DebugGame.exe!AAppPawnBase::UpdateLoadingInternal(float DeltaTime) 行 103 C++
Game-Win64-DebugGame.exe!IAppAsyncLoadInterface::UpdateLoading(float DeltaTime) 行 55 C++
Game-Win64-DebugGame.exe!TBaseUObjectMethodDelegateInstance<0,AAppPawnBase,void __cdecl(float),FDefaultDelegateUserPolicy>::ExecuteIfSafe(float <Params_0>) 行 611 C++
Game-Win64-DebugGame.exe!TMulticastDelegate<void __cdecl(float),FDefaultDelegateUserPolicy>::Broadcast(float <Params_0>) 行 967 C++
Game-Win64-DebugGame.exe!AAppGameState::TickDelegate(float DeltaTime) 行 656 C++
Game-Win64-DebugGame.exe!AAppGameState::Tick(float DeltaTime) 行 49 C++
Game-Win64-DebugGame.exe!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) 行 1360 C++
Game-Win64-DebugGame.exe!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) 行 197 C++
Game-Win64-DebugGame.exe!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) 行 285 C++
Game-Win64-DebugGame.exe!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) 行 978 C++
[インライン フレーム] Game-Win64-DebugGame.exe!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) 行 587 C++
Game-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) 行 753 C++
Game-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) 行 642 C++
[インライン フレーム] Game-Win64-DebugGame.exe!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) 行 2114 C++
Game-Win64-DebugGame.exe!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) 行 2169 C++
Game-Win64-DebugGame.exe!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) 行 565 C++
Game-Win64-DebugGame.exe!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) 行 1592 C++
Game-Win64-DebugGame.exe!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) 行 790 C++
Game-Win64-DebugGame.exe!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) 行 1532 C++
Game-Win64-DebugGame.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) 行 1831 C++
Game-Win64-DebugGame.exe!FEngineLoop::Tick() 行 5215 C++
[インライン フレーム] Game-Win64-DebugGame.exe!EngineTick() 行 62 C++
Game-Win64-DebugGame.exe!GuardedMain(const wchar_t * CmdLine) 行 183 C++
Game-Win64-DebugGame.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) 行 272 C++
Game-Win64-DebugGame.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) 行 331 C++
[外部コード]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-154014 in the post.
0 |
Component | UE - Anim - Runtime - Anim Blueprints |
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Affects Versions | 5.0.1 |
Target Fix | 5.0.3 |
Created | May 25, 2022 |
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Resolved | Jun 7, 2022 |
Updated | Jan 25, 2023 |