Description

This is a trending crash coming out of the 4.18 release and may be a regression. Users have not provided any details about their actions when the crash occurred.

Source Context

 528       template<class PoseType>
  529       const FTransform& FCSPose<PoseType>::GetComponentSpaceTransform(BoneIndexType BoneIndex)
  530       {
  531       	checkSlow(Pose.IsValid());
  532 ***** 	check(Pose.IsValidIndex(BoneIndex));	// Invalid index supplied. If this came from an FBoneReference make sure you are
  533       											// handling lod changes properly. (for instance: if on an anim node initialize the reference in CacheBones)
  534       
  535       	check(!Pose[BoneIndex].ContainsNaN());
  536       	// if not evaluate, calculate it
  537       	if (ComponentSpaceFlags[BoneIndex] == 0)
  538       	{
  539       		CalculateComponentSpaceTransform(BoneIndex);
  540       	}
  541       	check(!Pose[BoneIndex].ContainsNaN());
  542       	return Pose[BoneIndex];
  543       }
Steps to Reproduce

repro steps currently unknown

Callstack
Assertion failed: Pose.IsValidIndex(BoneIndex) [File:d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\public\BonePose.h] [Line: 533]

UE4Editor_AnimGraph!FCSPose<FCompactHeapPose>::GetComponentSpaceTransform() [bonepose.h:533]
UE4Editor_AnimGraph!FBoneSocketTarget::GetTargetTransform<FCompactHeapPose>() [animnode_skeletalcontrolbase.h:221]
UE4Editor_AnimGraph!FAnimNodeEditMode::ConvertWidgetLocation() [animnodeeditmode.cpp:667]
UE4Editor_AnimGraph!FFabrikEditMode::GetWidgetLocation() [fabrikeditmode.cpp:33]
UE4Editor_UnrealEd!FEditorModeTools::GetWidgetLocation() [editormodemanager.cpp:959]
UE4Editor_Persona!FAnimationViewportClient::GetWidgetLocation() [animationeditorviewportclient.cpp:973]
UE4Editor_UnrealEd!FWidget::Render() [unrealwidget.cpp:303]
UE4Editor_UnrealEd!FEditorViewportClient::Draw() [editorviewportclient.cpp:3580]
UE4Editor_Persona!FAnimationViewportClient::Draw() [animationeditorviewportclient.cpp:357]
UE4Editor_Renderer!FSceneRenderer::FSceneRenderer() [scenerendering.cpp:1398]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer() [deferredshadingrenderer.cpp:217]
UE4Editor_Renderer!FSceneRenderer::CreateSceneRenderer() [scenerendering.cpp:1766]
UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [scenerendering.cpp:2246]
UE4Editor_UnrealEd!FEditorViewportClient::Draw() [editorviewportclient.cpp:3460]
UE4Editor_Engine!FViewport::Draw() [unrealclient.cpp:1207]
UE4Editor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() [editorengine.cpp:2046]
UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1819]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:396]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3296]
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
ComponentUE - Anim - Rigging
Affects Versions4.184.19
Target Fix4.19.2
Fix Commit4025083
CreatedNov 2, 2017
ResolvedApr 24, 2018
UpdatedOct 7, 2020
Pull Requests
4447 - klorberg