Description

Adding a constraint to a control rig in a subsequence will crash the editor.

Steps to Reproduce
  1. Create a level sequence add to SKM Manny meshes to the sequence as spawnables
  2. Create a new level sequence and add the other sequence as a shot
  3. Navigate to the sequence with the meshes
  4. Select one of the mesh's global_ctrl and add a parent constraint to it using the other mesh's global_ctrl

RESULT:

The editor crashes 

Callstack

UnrealEditor_MovieSceneTools_Win64_Debug!FComponentConstraintChannelInterface::SmartConstraintKey() [D:\_UE5_Main\Engine\Source\Editor\MovieSceneTools\Private\Constraints\ComponentConstraintChannelInterface.cpp:149]
UnrealEditor_MovieSceneTools_Win64_Debug!FMovieSceneConstraintChannelHelper::SmartConstraintKey() [D:\_UE5_Main\Engine\Source\Editor\MovieSceneTools\Private\Constraints\MovieSceneConstraintChannelHelper.cpp:835]
UnrealEditor_ControlRigEditor_Win64_Debug!`SDroppableConstraintItem::CreateConstraint'::`2'::<lambda_2>::operator()() [D:\_UE5_Main\Engine\Plugins\Animation\ControlRig\Source\ControlRigEditor\Private\Editor\Constraints\SConstraintsWidget.cpp:346]
UnrealEditor_ControlRigEditor_Win64_Debug!SDroppableConstraintItem::CreateConstraint() [D:\_UE5_Main\Engine\Plugins\Animation\ControlRig\Source\ControlRigEditor\Private\Editor\Constraints\SConstraintsWidget.cpp:364]
UnrealEditor_ControlRigEditor_Win64_Debug!`SDroppableConstraintItem::CreateSelectionPicker'::`2'::<lambda_1>::operator()() [D:\_UE5_Main\Engine\Plugins\Animation\ControlRig\Source\ControlRigEditor\Private\Editor\Constraints\SConstraintsWidget.cpp:284]
UnrealEditor_ControlRigEditor_Win64_Debug!TBaseFunctorDelegateInstance<void __cdecl(AActor *),FDefaultDelegateUserPolicy,`SDroppableConstraintItem::CreateSelectionPicker'::`2'::<lambda_1> >::ExecuteIfSafe() [D:\_UE5_Main\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:746]
UnrealEditor_ActorPickerMode_Win64_Debug!TDelegate<void __cdecl(AActor *),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\_UE5_Main\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:651]
UnrealEditor_ActorPickerMode_Win64_Debug!FEdModeActorPicker::InputKey() [D:\_UE5_Main\Engine\Source\Editor\ActorPickerMode\Private\EditorModeActorPicker.cpp:121]
UnrealEditor_UnrealEd_Win64_Debug!ULegacyEdModeWrapper::InputKey() [D:\_UE5_Main\Engine\Source\Editor\UnrealEd\Private\Tools\LegacyEdMode.cpp:194]
UnrealEditor_UnrealEd_Win64_Debug!`FEditorModeTools::InputKey'::`2'::<lambda_1>::operator()() [D:\_UE5_Main\Engine\Source\Editor\UnrealEd\Private\EditorModeManager.cpp:1313]
UnrealEditor_UnrealEd_Win64_Debug!UE::Core::Private::Function::TFunctionRefCaller<`FEditorModeTools::InputKey'::`2'::<lambda_1>,bool __cdecl(UEdMode *)>::Call() [D:\_UE5_Main\Engine\Source\Runtime\Core\Public\Templates\Function.h:466]
UnrealEditor_UnrealEd_Win64_Debug!FEditorModeTools::ForEachEdMode() [D:\_UE5_Main\Engine\Source\Editor\UnrealEd\Private\EditorModeManager.cpp:615]
UnrealEditor_UnrealEd_Win64_Debug!FEditorModeTools::InputKey() [D:\_UE5_Main\Engine\Source\Editor\UnrealEd\Private\EditorModeManager.cpp:1308]
UnrealEditor_UnrealEd_Win64_Debug!FEditorViewportClient::Internal_InputKey() [D:\_UE5_Main\Engine\Source\Editor\UnrealEd\Private\EditorViewportClient.cpp:2915]
UnrealEditor_UnrealEd_Win64_Debug!FEditorViewportClient::InputKey() [D:\_UE5_Main\Engine\Source\Editor\UnrealEd\Private\EditorViewportClient.cpp:2894]
UnrealEditor_UnrealEd_Win64_Debug!FLevelEditorViewportClient::InputKey() [D:\_UE5_Main\Engine\Source\Editor\UnrealEd\Private\LevelEditorViewport.cpp:3065]
UnrealEditor_Engine_Win64_Debug!FSceneViewport::OnMouseButtonDown() [D:\_UE5_Main\Engine\Source\Runtime\Engine\Private\Slate\SceneViewport.cpp:543]
UnrealEditor_Slate_Win64_Debug!SViewport::OnMouseButtonDown() [D:\_UE5_Main\Engine\Source\Runtime\Slate\Private\Widgets\SViewport.cpp:242]
UnrealEditor_Slate_Win64_Debug!`FSlateApplication::RoutePointerDownEvent'::`5'::<lambda_2>::operator()() [D:\_UE5_Main\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5018]
UnrealEditor_Slate_Win64_Debug!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,`FSlateApplication::RoutePointerDownEvent'::`5'::<lambda_2> >() [D:\_UE5_Main\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:427]
UnrealEditor_Slate_Win64_Debug!FSlateApplication::RoutePointerDownEvent() [D:\_UE5_Main\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5004]
UnrealEditor_Slate_Win64_Debug!FSlateApplication::ProcessMouseButtonDownEvent() [D:\_UE5_Main\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4952]
UnrealEditor_Slate_Win64_Debug!FSlateApplication::OnMouseDown() [D:\_UE5_Main\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4850]
UnrealEditor_ApplicationCore_Win64_Debug!FWindowsApplication::ProcessDeferredMessage() [D:\_UE5_Main\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2227]
UnrealEditor_ApplicationCore_Win64_Debug!FWindowsApplication::DeferMessage() [D:\_UE5_Main\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2726]
UnrealEditor_ApplicationCore_Win64_Debug!FWindowsApplication::ProcessMessage() [D:\_UE5_Main\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1089]
UnrealEditor_ApplicationCore_Win64_Debug!WindowsApplication_WndProc() [D:\_UE5_Main\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:919]
UnrealEditor_ApplicationCore_Win64_Debug!FWindowsApplication::AppWndProc() [D:\_UE5_Main\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:925]
user32
user32
InkObj
atlthunk
user32
user32
UnrealEditor_ApplicationCore_Win64_Debug!WinPumpMessages() [D:\_UE5_Main\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:114]
UnrealEditor_ApplicationCore_Win64_Debug!FWindowsPlatformApplicationMisc::PumpMessages() [D:\_UE5_Main\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor_Win64_Debug!FEngineLoop::Tick() [D:\_UE5_Main\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5736]
UnrealEditor_Win64_Debug!EngineTick() [D:\_UE5_Main\Engine\Source\Runtime\Launch\Private\Launch.cpp:62]
UnrealEditor_Win64_Debug!GuardedMain() [D:\_UE5_Main\Engine\Source\Runtime\Launch\Private\Launch.cpp:191]
UnrealEditor_Win64_Debug!LaunchWindowsStartup() [D:\_UE5_Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:233]
UnrealEditor_Win64_Debug!WinMain() [D:\_UE5_Main\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:284]
UnrealEditor_Win64_Debug!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentUE - Anim - Sequencer - Anim in Engine
Affects Versions5.1
Target Fix5.2
Fix Commit24642718
Main Commit24644596
Release Commit24642718
CreatedMar 10, 2023
ResolvedMar 14, 2023
UpdatedApr 29, 2023