Athomas reached out to me with a crash he was having when trying his 'Automatic Sync Marker AnimModifier' on a Skeleton that had Virtual Bones.
It was verified that this only happens when Virtual Bones are present.
He did package his plug-in for testing: [Link Removed]
To repro, add this AnimModifier on an animation. Run it, it works.
Add a virtual bone, add the modifier to another animation, run it, it crashes.
The fix for the crash is in CL #3478424 and I think we should integrate it in the next patch for the current release.
The problem is the Anim Modifier creates a smaller BoneContainer, with just the bones it needs. When this does not include the virtual bone, then the BoneContainer.VBCompactPoseData will contain INDEX_NONE bone indices. And in the AnimSequence::GetBonePose, it won't check for that and crash.
Although the more appropriate fix seemed to just not populate the VBCompactPoseData with invalid entries, rather than adding more checks to GetBonePose.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45813 in the post.
0 |
Component | OLD - Anim |
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Affects Versions | 4.16 |
Target Fix | 4.16.2 |
Fix Commit | 3479616 |
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Created | Jun 7, 2017 |
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Resolved | Jun 8, 2017 |
Updated | May 18, 2020 |