Description

4.12 version of the crash: [Link Removed]


Error message:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] Array index out of bounds: 1 from an array of size 0

Source Context:

  505       // consolidate all samples
  506       for (int32 SampleNum=0; SampleNum<RawGridSamples.Num(); ++SampleNum)
  507       {
  508       FGridBlendSample& GridSample = RawGridSamples[SampleNum];
  509       float GridWeight = GridSample.BlendWeight;
  510       FEditorElement& GridElement = GridSample.GridElement;
  511       
  512       for(int32 Ind = 0; Ind < GridElement.MAX_VERTICES; ++Ind)
  513       {
  514       const int32 SampleDataIndex = GridElement.Indices[Ind];
  515       if(SampleDataIndex != INDEX_NONE)
  516       {
  517       int32 Index = OutSampleDataList.AddUnique(SampleDataIndex);
  518       OutSampleDataList[Index].AddWeight(GridElement.Weights[Ind]*GridWeight);
  519 ***** OutSampleDataList[Index].Animation = SampleData[SampleDataIndex].Animation;
  520       }
  521       }
  522       }
  523       
  524       // go through merge down to first sample 
  525       for (int32 Index1 = 0; Index1 < OutSampleDataList.Num(); ++Index1)
  526       {
  527       for (int32 Index2 = Index1 + 1; Index2 < OutSampleDataList.Num(); ++Index2)
  528       {
  529       // if they have sample sample, remove the Index2, and get out
  530       if (OutSampleDataList[Index1].Animation == OutSampleDataList[Index2].Animation)
  531       {
  532       // add weight
  533       OutSampleDataList[Index1].AddWeight(OutSampleDataList[Index2].GetWeight());
  534       // as for time or previous time will be the master one(Index1)

Most recent user affected CL: 8229830

Logs:
[Link Removed]


CrashReporter User Descriptions:

  • EUS Matt.Williams - Crash when using "Allow remapping to existing assets" while retargetting an AnimBP
Steps to Reproduce

1. Download attached project
2. Go into Contant/Mannequin/Animations
3. Right click the AnimBP>Retarget Anim Blueprints>Duplicate Anim Blueprints and Retarget
4. Select the "RetargetToThis" skeleton
5. Enable "Allow remapping to existing assets" and hit Retarget
6. Select "Auto-Fill Using Best Guess" and hit ok

Result: Crash
Expected: New AnimBP is created and existing animations on the "RetargetToThis" skeleton are assigned to the AnimBP

Callstack
UE4Editor_Engine!UBlendSpaceBase::GetSamplesFromBlendInput() [blendspacebase.cpp:520]
UE4Editor_Engine!UBlendSpaceBase::TickAssetPlayer() [blendspacebase.cpp:261]
UE4Editor_Engine!FAnimInstanceProxy::TickAssetPlayerInstances() [animinstanceproxy.cpp:405]
UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimation() [animinstanceproxy.cpp:672]
UE4Editor_Engine!UAnimInstance::UpdateAnimation() [animinstance.cpp:396]
UE4Editor_Engine!USkeletalMeshComponent::TickAnimation() [skeletalmeshcomponent.cpp:605]
UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [skeletalmeshcomponent.cpp:399]
UE4Editor_UnrealEd!FAnimBlueprintThumbnailScene::SetAnimBlueprint() [thumbnailhelpers.cpp:894]
UE4Editor_UnrealEd!UAnimBlueprintThumbnailRenderer::Draw() [animblueprintthumbnailrenderer.cpp:26]
UE4Editor_UnrealEd!ThumbnailTools::RenderThumbnail() [objecttools.cpp:3827]
UE4Editor_UnrealEd!FAssetThumbnailPool::Tick() [assetthumbnail.cpp:969]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1118]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:368]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2775]
UE4Editor!GuardedMain() [launch.cpp:148]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentOLD - Anim
Affects Versions4.124.13
Target Fix4.14
Fix Commit3161310
Release Commit3159180
CreatedAug 24, 2016
ResolvedOct 13, 2016
UpdatedMay 18, 2020