Description

This is a common crash affecting users in 4.16, unfortunately they have not provided any additional information.

Source Context

 406       	if ( IndexPtr == NULL )
  407       	{
  408       		LinkupIndex = BuildLinkup(InSkelMesh);
  409       	}
  410       	else
  411       	{
  412       		LinkupIndex = *IndexPtr;
  413       	}
  414       
  415       	// make sure it's not out of range
  416       	check (LinkupIndex < LinkupCache.Num());
  417       
  418       	return LinkupIndex;
  419 ***** }
Steps to Reproduce

repro steps currently unknown

Callstack
Assertion failed: LinkupIndex < LinkupCache.Num() [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Animation\Skeleton.cpp] [Line: 417]

UE4Editor_Engine!USkeleton::GetMeshLinkupIndex() [skeleton.cpp:420]
UE4Editor_Engine!FBoneContainer::RemapFromSkelMesh() [bonecontainer.cpp:293]
UE4Editor_Engine!FBoneContainer::Initialize() [bonecontainer.cpp:106]
UE4Editor_Engine!FAnimInstanceProxy::RecalcRequiredBones() [animinstanceproxy.cpp:826]
UE4Editor_Engine!UAnimInstance::RecalcRequiredBones() [animinstance.cpp:962]
UE4Editor_Engine!USkeletalMeshComponent::RecalcRequiredBones() [skeletalmeshcomponent.cpp:1437]
UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [skeletalmeshcomponent.cpp:577]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::InitAnim() [debugskelmeshcomponent.cpp:253]
UE4Editor_Engine!USkeletalMeshComponent::OnRegister() [skeletalmeshcomponent.cpp:451]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [actorcomponent.cpp:1223]
UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [componentreregistercontext.h:68]
UE4Editor_Engine!UActorComponent::ConsolidatedPostEditChange() [actorcomponent.cpp:638]
UE4Editor_Engine!USceneComponent::PostEditChangeProperty() [scenecomponent.cpp:439]
UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() [primitivecomponent.cpp:797]
UE4Editor_Engine!USkinnedMeshComponent::PostEditChangeProperty() [skinnedmeshcomponent.cpp:550]
UE4Editor_Engine!USkeletalMeshComponent::PostEditChangeProperty() [skeletalmeshcomponent.cpp:737]
UE4Editor_CoreUObject!UObject::PostEditUndo() [obj.cpp:529]
UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:499]
UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:864]
UE4Editor_UnrealEd!UEditorEngine::Exec_Transaction() [editorserver.cpp:5198]
UE4Editor_UnrealEd!UEditorEngine::Exec() [editorserver.cpp:5645]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [unrealedsrv.cpp:670]
UE4Editor_MainFrame!FMainFrameActionCallbacks::ExecuteExecCommand() [mainframeactions.cpp:969]
UE4Editor_MainFrame!TBaseStaticDelegateInstance<void __cdecl() [delegateinstancesimpl.h:1027]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160]
UE4Editor_MainFrame!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent() [mainframeactions.cpp:211]
UE4Editor_MainFrame!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<FReply() [tuple.h:497]
UE4Editor_MainFrame!TBaseStaticDelegateInstance<FReply __cdecl() [delegateinstancesimpl.h:958]
UE4Editor_Slate!TBaseDelegate<FReply,FKeyEvent const & __ptr64>::Execute() [delegatesignatureimpl.inl:537]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4641]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4541]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1539]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2127]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714]
user32!UserCallWinProcCheckWow()
user32!DispatchMessageWorker()
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:1009]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3058]
UE4Editor!GuardedMain() [launch.cpp:166]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134]
UE4Editor!WinMain() [launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:253]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentAnim
Affects Versions4.16
Target Fix4.17
Fix Commit3547929
Main Commit3596628
Release Commit3547929
CreatedJul 19, 2017
ResolvedJul 21, 2017
UpdatedMay 18, 2020