Crash occurs when attempting import Facial Animations in the Facial Animation Import Tool.
RESULT
Crash.
Fatal error: [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Misc\PackageName.cpp] [Line: 381] LongPackageNameToFilename failed to convert '/FaceFX/QAFaceFXAudio/FacialAnimSource - Import/de/AndObilivionDialogue'. Path does not map to any roots. UE4Editor_CoreUObject!FPackageName::LongPackageNameToFilename() packagename.cpp:381 UE4Editor_Engine!UAssetImportData::SanitizeImportFilename() assetimportdata.cpp:171 UE4Editor_Engine!UAssetImportData::Update() assetimportdata.cpp:117 UE4Editor_AudioEditor!USoundFactory::FactoryCreateBinary() soundfactory.cpp:243 UE4Editor_UnrealEd!UFactory::FactoryCreateBinary() factory.h:290 UE4Editor_UnrealEd!UFactory::FactoryCreateFile() factory.cpp:87 UE4Editor_UnrealEd!UFactory::ImportObject() factory.cpp:162 UE4Editor_UnrealEd!UFactory::StaticImportObject() factory.cpp:409 UE4Editor_UnrealEd!UFactory::StaticImportObject() factory.cpp:342 UE4Editor_FacialAnimationEditor!FImportItem::ImportSoundWave() sfacialanimationbulkimporter.cpp:103 UE4Editor_FacialAnimationEditor!FImportItem::ImportCurvesEmbeddedInSoundWave() sfacialanimationbulkimporter.cpp:129 UE4Editor_FacialAnimationEditor!SFacialAnimationBulkImporter::HandleImportClicked() sfacialanimationbulkimporter.cpp:208 UE4Editor_FacialAnimationEditor!TMemberFunctionCaller<SFacialAnimationBulkImporter,FReply() delegateinstanceinterface.h:165 UE4Editor_FacialAnimationEditor!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SFacialAnimationBulkImporter,FReply() tuple.h:134 UE4Editor_FacialAnimationEditor!TBaseSPMethodDelegateInstance<0,SFacialAnimationBulkImporter,0,FReply __cdecl() delegateinstancesimpl.h:327 UE4Editor_Slate!TBaseDelegate<FReply>::Execute() delegatesignatureimpl.inl:537 UE4Editor_Slate!SButton::OnMouseButtonUp() sbutton.cpp:278 UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() slateapplication.cpp:5070 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() slateapplication.cpp:238 UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() slateapplication.cpp:5059 UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:5524 UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:5501 UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1698 UE4Editor_Core!FWindowsApplication::DeferMessage() windowsapplication.cpp:2120 UE4Editor_Core!FWindowsApplication::ProcessMessage() windowsapplication.cpp:867 UE4Editor_Core!FWindowsApplication::AppWndProc() windowsapplication.cpp:714 user32!<Unknown> user32!<Unknown> UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:979 UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2977 UE4Editor!GuardedMain() launch.cpp:166 UE4Editor!GuardedMainWrapper() launchwindows.cpp:134 UE4Editor!WinMain() launchwindows.cpp:210 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!<Unknown> ntdll!<Unknown>
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40945 in the post.
0 |
Component | OLD - Anim |
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Affects Versions | 4.15 |
Target Fix | 4.15 |
Created | Jan 20, 2017 |
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Resolved | Jan 23, 2017 |
Updated | May 18, 2020 |