Error message:
Assertion failed: Pose.IsValidIndex(BoneIndex) [Link Removed] [Line: 528]
Source Context:
513 const FTransform& ParentTransform = GetComponentSpaceTransform(ParentIndex); 514 const FTransform& BoneTransform = Pose[BoneIndex]; 515 // calculate local space 516 return BoneTransform.GetRelativeTransform(ParentTransform); 517 } 518 } 519 520 return Pose[BoneIndex]; 521 } 522 523 template<class PoseType> 524 const FTransform& FCSPose<PoseType>::GetComponentSpaceTransform(BoneIndexType BoneIndex) 525 { 526 checkSlow(Pose.IsValid()); 527 ***** check(Pose.IsValidIndex(BoneIndex)); 528 529 check(!Pose[BoneIndex].ContainsNaN()); 530 // if not evaluate, calculate it 531 if (ComponentSpaceFlags[BoneIndex] == 0) 532 { 533 CalculateComponentSpaceTransform(BoneIndex); 534 } 535 check(!Pose[BoneIndex].ContainsNaN()); 536 return Pose[BoneIndex]; 537 } 538 539 template<class PoseType> 540 void FCSPose<PoseType>::SetComponentSpaceTransform(BoneIndexType BoneIndex, const FTransform& NewTransform) 541 { 542 checkSlow(Pose.IsValid());
Most recent user affected CL: 3286799 (4.15 P4)
Logs:
[Link Removed]
[Link Removed]
CrashReporter User Descriptions:
Result: Crash
Expected: You really need EffectorSpaceBoneName set for bone space IK to work, so I'm not really sure what IS expected.
UE4Editor_AnimGraph!FCSPose<FCompactHeapPose>::GetComponentSpaceTransform() [bonepose.h:528] UE4Editor_AnimGraph!FAnimNodeEditMode::ConvertCSVectorToBoneSpace() [animnodeeditmode.cpp:518] UE4Editor_AnimGraph!FTwoBoneIKEditMode::DoTranslation() [twoboneikeditmode.cpp:279] UE4Editor_AnimGraph!FAnimNodeEditMode::InputDelta() [animnodeeditmode.cpp:275] UE4Editor_UnrealEd!FEditorModeTools::InputDelta() [editormodemanager.cpp:688] UE4Editor_UnrealEd!FEditorViewportClient::InputWidgetDelta() [editorviewportclient.cpp:3054] UE4Editor_UnrealEd!FEditorViewportClient::UpdateMouseDelta() [editorviewportclient.cpp:2020] UE4Editor_UnrealEd!FEditorViewportClient::Tick() [editorviewportclient.cpp:1114] UE4Editor_Persona!FAnimationViewportClient::Tick() [animationeditorviewportclient.cpp:466] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1698] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:391] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3025] 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>
UE-81742 DXGI_ERROR_INVALID_CALL
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2 |
Component | UE - Anim - Rigging |
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Affects Versions | 4.14, 4.15 |
Target Fix | 4.15.1 |
Fix Commit | 3321236 |
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Created | Feb 9, 2017 |
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Resolved | Feb 24, 2017 |
Updated | Oct 7, 2020 |