Description

Ensure thrown when using root motion with Sub Animation Blueprints

Steps to Reproduce
  1. Open the attached project
  2. PIE
  3. Hit Space Bar

Result: Temporary freeze and an ensure is thrown
Expected: No freeze or ensure

Callstack
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: Skeleton [File:D:\m.williams_Dev-Main\Engine\Source\Runtime\Engine\Public\Animation/AnimInstanceProxy.h] [Line: 267]
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\m.williams_dev-main\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\m.williams_dev-main\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\m.williams_dev-main\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!FAnimInstanceProxy::GetSkeleton() [d:\m.williams_dev-main\engine\source\runtime\engine\public\animation\animinstanceproxy.h:267]
LogOutputDevice:Error: UE4Editor-AnimGraphRuntime.dll!FAnimNode_SkeletalControlBase::Update() [d:\m.williams_dev-main\engine\source\runtime\animgraphruntime\private\bonecontrollers\animnode_skeletalcontrolbase.cpp:37]
LogOutputDevice:Error: UE4Editor-Engine.dll!FPoseLinkBase::Update() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animnodebase.cpp:172]
LogOutputDevice:Error: UE4Editor-Engine.dll!FPoseLinkBase::Update() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animnodebase.cpp:172]
LogOutputDevice:Error: UE4Editor-Engine.dll!FAnimInstanceProxy::UpdateAnimationNode() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:41]
LogOutputDevice:Error: UE4Editor-Engine.dll!FAnimInstanceProxy::UpdateAnimation() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:814]
LogOutputDevice:Error: UE4Editor-Engine.dll!FAnimNode_SubInstance::Update() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animnode_subinstance.cpp:42]
LogOutputDevice:Error: UE4Editor-Engine.dll!FPoseLinkBase::Update() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animnodebase.cpp:172]
LogOutputDevice:Error: UE4Editor-Engine.dll!FAnimInstanceProxy::UpdateAnimationNode() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:41]
LogOutputDevice:Error: UE4Editor-Engine.dll!FAnimInstanceProxy::UpdateAnimation() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animinstanceproxy.cpp:814]
LogOutputDevice:Error: UE4Editor-Engine.dll!UAnimInstance::UpdateAnimation() [d:\m.williams_dev-main\engine\source\runtime\engine\private\animation\animinstance.cpp:391]
LogOutputDevice:Error: UE4Editor-Engine.dll!USkeletalMeshComponent::TickAnimation() [d:\m.williams_dev-main\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:815]
LogOutputDevice:Error: UE4Editor-Engine.dll!USkeletalMeshComponent::TickPose() [d:\m.williams_dev-main\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:895]
LogOutputDevice:Error: UE4Editor-Engine.dll!UCharacterMovementComponent::TickCharacterPose() [d:\m.williams_dev-main\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:8995]
LogOutputDevice:Error: UE4Editor-Engine.dll!UCharacterMovementComponent::PerformMovement() [d:\m.williams_dev-main\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1918]
LogOutputDevice:Error: UE4Editor-Engine.dll!UCharacterMovementComponent::TickComponent() [d:\m.williams_dev-main\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1118]
LogOutputDevice:Error: UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_813da28c01a0b9c538759539d0a87b8d> >() [d:\m.williams_dev-main\engine\source\runtime\engine\classes\gameframework\actor.h:3052]
LogOutputDevice:Error: UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() [d:\m.williams_dev-main\engine\source\runtime\engine\private\components\actorcomponent.cpp:763]
LogOutputDevice:Error: UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [d:\m.williams_dev-main\engine\source\runtime\engine\private\ticktaskmanager.cpp:269]
LogOutputDevice:Error: UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\m.williams_dev-main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\m.williams_dev-main\engine\source\runtime\core\private\async\taskgraph.cpp:954]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\m.williams_dev-main\engine\source\runtime\core\private\async\taskgraph.cpp:701]
LogOutputDevice:Error: UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\m.williams_dev-main\engine\source\runtime\core\private\async\taskgraph.cpp:1798]
LogOutputDevice:Error: UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [d:\m.williams_dev-main\engine\source\runtime\engine\private\ticktaskmanager.cpp:538]
LogOutputDevice:Error: UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [d:\m.williams_dev-main\engine\source\runtime\engine\private\ticktaskmanager.cpp:1450]
LogOutputDevice:Error: UE4Editor-Engine.dll!UWorld::RunTickGroup() [d:\m.williams_dev-main\engine\source\runtime\engine\private\leveltick.cpp:751]
LogOutputDevice:Error: UE4Editor-Engine.dll!UWorld::Tick() [d:\m.williams_dev-main\engine\source\runtime\engine\private\leveltick.cpp:1362]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\m.williams_dev-main\engine\source\editor\unrealed\private\editorengine.cpp:1501]
LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\m.williams_dev-main\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::Tick() [d:\m.williams_dev-main\engine\source\runtime\launch\private\launchengineloop.cpp:2960]
LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\m.williams_dev-main\engine\source\runtime\launch\private\launch.cpp:166]
LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\m.williams_dev-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:130]
LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\m.williams_dev-main\engine\source\runtime\launch\private\windows\launchwindows.cpp:206]
LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogOutputDevice:Error: kernel32.dll!0x0000000076B059ED
LogOutputDevice:Error: ntdll.dll!0x0000000076D3B371

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-39582 in the post.

1
Login to Vote

Fixed
ComponentAnim - Animation
Affects Versions4.144.15
Target Fix4.15
Fix Commit3246100
Main Commit3389599
Release Commit3246100
CreatedDec 9, 2016
ResolvedJan 4, 2017
UpdatedApr 27, 2018