Reference UDN as it explains well the cause of the issue.
1. Launch QAGame project
2. Open the MotionWarpingTestLevel.umap
3. Open the "Content/Characters/UE5_Guy/CharacterBP"
4. Open up the Event Graph and update the logic for the vaulting action to support replication/networking. [Example reference image]
5. Start PIE with 2 players and net mode as "Play as Listen Server"
6. Keep performing the vaulting action (jumping over an object) until the marker check fail happens, it might take a couple tries due to the issue being updating animation multiple times in server side.
[Example reference image]
[Image Removed]
Reproduced the issue 3 times (One time per PIE session, multiple vault attempts)
UAnimMontage::TickAssetPlayer(FAnimTickRecord &,FAnimNotifyQueue &,FAnimAssetTickContext &) AnimMontage.cpp:1225 UE::Anim::FAnimSync::TickAssetPlayerInstances(FAnimInstanceProxy &,float) AnimSync.cpp:146 FAnimInstanceProxy::UpdateAnimation() AnimInstanceProxy.cpp:1149 USkeletalMeshComponent::PerformAnimationProcessing(const USkeletalMesh *,UAnimInstance *,bool,TArray<UE::Math::TTransform<double>,TSizedDefaultAllocator<32> > &,TArray<UE::Math::TTransform<double>,TSizedDefaultAllocator<32> > &,UE::Math::TVector<double> &,FBlendedHeapCurve &,UE::Anim::FMeshAttributeContainer &) SkeletalMeshComponent.cpp:2046 USkeletalMeshComponent::ParallelAnimationEvaluation() SkeletalMeshComponent.cpp:4008 FParallelAnimationEvaluationTask::DoTask(Type,const TRefCountPtr<FGraphEvent> &) SkeletalMeshComponent.cpp:144 TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,Type,bool) TaskGraphInterfaces.h:1310 [Inlined] FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,Type,bool) TaskGraphInterfaces.h:919 [Inlined] FTaskGraphCompatibilityImplementation::QueueTask::__l5::<lambda_1>::operator()() TaskGraph.cpp:1971 `LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_2>::operator()(const bool) Task.h:504 [Inlined] Invoke(LowLevelTasks::FTask::<lambda_2> &,bool &) Invoke.h:47 [Inlined] LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_2>,0>::Call(void *,bool) TaskDelegate.h:162 LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_2>,0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &,void *,unsigned int,bool) TaskDelegate.h:171 [Inlined] LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &,bool) TaskDelegate.h:308 LowLevelTasks::FTask::ExecuteTask() Task.h:656 LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask *&) Scheduler.cpp:162 LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue *,LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork &,bool,bool) Scheduler.cpp:360 LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent *,LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue *,unsigned int,bool) Scheduler.cpp:402 [Inlined] LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_1>::operator()() Scheduler.cpp:90 [Inlined] Invoke(<lambda_1> &) Invoke.h:47 UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call(void *) Function.h:474 [Inlined] UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Function.h:602 FThreadImpl::Run() Thread.cpp:67 FRunnableThreadWin::Run() WindowsRunnableThread.cpp:146 FRunnableThreadWin::GuardedRun() WindowsRunnableThread.cpp:71 <unknown> 0x00007ffe9c1c74b4 <unknown> 0x00007ffe9d3a26a1
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173785 in the post.
2 |
Component | UE - Anim - Gameplay |
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Affects Versions | 5.1, 5.2 |
Target Fix | 5.4 |
Created | Jan 11, 2023 |
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Resolved | Jan 31, 2024 |
Updated | Feb 9, 2024 |