Description

If you directly connect a state which has another state machine to the entry of State Machine of Animation BP, a crash will occur when changing parameters.

If you connect an empty State to an Entry and pass through that State, no crash will occur.

Steps to Reproduce
  1. Open Attached Project
  2. Edit ThirdPerson_AnimBP
  3. Change AnimationBP's proprty( e.g. Is in Air? )
  4. Crash
Callstack
UE4Editor_Engine!FAnimNode_StateMachine::GetStateInfo() [animnode_statemachine.cpp:312]
UE4Editor_Engine!FAnimInstanceProxy::GetRelevantAssetPlayerFromState() [animinstanceproxy.cpp:1509]
UE4Editor_Engine!UAnimInstance::GetRelevantAnimTimeFraction() [animinstance.cpp:2601]
UE4Editor_Engine!UAnimInstance::execGetRelevantAnimTimeFraction() [animinstance.h:346]
UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4515]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:732]
UE4Editor_CoreUObject!UObject::execLet() [scriptcore.cpp:1953]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:954]
UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:856]
UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:954]
UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:4515]
UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1314]
UE4Editor_Engine!FExposedValueHandler::Execute() [animnodebase.cpp:580]
UE4Editor_Engine!FAnimNode_StateMachine::FindValidTransition() [animnode_statemachine.cpp:611]
UE4Editor_Engine!FAnimNode_StateMachine::Update_AnyThread() [animnode_statemachine.cpp:395]
UE4Editor_Engine!FPoseLinkBase::Update() [animnodebase.cpp:233]
UE4Editor_Engine!FPoseLinkBase::Update() [animnodebase.cpp:233]
UE4Editor_Engine!FAnimNode_StateMachine::Update_AnyThread() [animnode_statemachine.cpp:516]
UE4Editor_Engine!FPoseLinkBase::Update() [animnodebase.cpp:233]
UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimationNode() [animinstanceproxy.cpp:41]
UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimation() [animinstanceproxy.cpp:904]
UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [skeletalmeshcomponent.cpp:1655]
UE4Editor_Engine!FParallelAnimationEvaluationTask::DoTask() [skeletalmeshcomponent.cpp:103]
UE4Editor_Engine!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [taskgraphinterfaces.h:784]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [taskgraph.cpp:910]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [taskgraph.cpp:786]
UE4Editor_Core!FTaskThreadBase::Run() [taskgraph.cpp:502]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentAnim - Animation
Affects Versions4.18
Target Fix4.20
Fix Commit4127281
Main Commit4133609
Release Commit4127281
CreatedDec 14, 2017
ResolvedJun 13, 2018
UpdatedJun 28, 2018