Spawning a character using an existing character as a template causes the spawned character to inherit the animation of the original and may lead to a crash.
This appears to be unique to character classes, and may be linked to CharacterMovementComponent, as spawning other AActor types does not cause this crash.
Notes:
UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"), Category = Default) static void MyTestFunc(UObject* WorldContextObject, TSubclassOf<AActor> actorClass, AActor* actorTemplate, FTransform position);
void MyFunctionLib::MyTestFunc(UObject* WorldContextObject, TSubclassOf<AActor> actorClass, AActor* actorTemplate, FTransform position) { FActorSpawnParameters SpawnInfo; SpawnInfo.Template = actorTemplate; auto actor = WorldContextObject->GetWorld()->SpawnActor<AActor>(actorClass, position, SpawnInfo); }
Result:
Newly spawned actor has the exact animation as the TPC and no new input can be read. Triggering Keyboard event a second time causes the editor to crash
LoginId:7156c35640f86204e61b8383f45dee17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Assertion failed: !IsRunningParallelEvaluation() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp] [Line: 416] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Engine!UAnimInstance::PostUpdateAnimation() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\animation\animinstance.cpp:418] UE4Editor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1747] UE4Editor_Engine!USkeletalMeshComponent::CompleteParallelAnimationEvaluation() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2785] UE4Editor_Engine!FParallelAnimationCompletionTask::DoTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:134] UE4Editor_Engine!TGraphTask<FParallelAnimationCompletionTask>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1798] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:538] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1450] UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:758] UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1373] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1630] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45206 in the post.
2 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.16 |
Target Fix | 4.17 |
Fix Commit | 3488949 |
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Main Commit | 3502661 |
Created | May 18, 2017 |
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Resolved | Jun 14, 2017 |
Updated | Apr 27, 2018 |