This issue doesn't occur at 4.21. It seems in 4.22 only. Bone is broken in the second SetAnimInstanceClass. It seems CurrentReadComponentTransforms doesn't update.
[Workaround]
・Wait using timer without using delay node
・Without using parallel anim evaluation (a.ParallelAnimEvaluation 0)
[Setps]
TestActor in level move while changing AnimBP in SetAnimInstanceClass.
Crash on the third run.
Assertion failed: EditableBoneVisibilityStates.Num() == GetNumComponentSpaceTransforms() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp] [Line: 1554] UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79] UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:440] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418] UE4Editor_Engine!USkeletalMeshComponent::ComputeRequiredBones() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1554] UE4Editor_Engine!USkeletalMeshComponent::RecalcRequiredBones() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1661] UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:633] UE4Editor_Engine!USkeletalMeshComponent::SetAnimInstanceClass() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2647] UE4Editor_Engine!USkeletalMeshComponent::execK2_SetAnimInstanceClass() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\components\skeletalmeshcomponent.h:281] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643] UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:904] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2314] UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:974] UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1058] UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643] UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1464] UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:769] UE4Editor_Engine!FLatentActionManager::TickLatentActionForObject() [d:\build\++ue4\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:206] UE4Editor_Engine!FLatentActionManager::ProcessLatentActions() [d:\build\++ue4\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:124] UE4Editor_Engine!AActor::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:994] UE4Editor_Engine!AActor::TickActor() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:970] UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:164] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1457] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:557] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1505] UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789] UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1568] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-75188 in the post.
10 |
Component | OLD - Anim |
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Affects Versions | 4.22, 4.22.2 |
Target Fix | 4.25 |
Created | May 27, 2019 |
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Resolved | Jan 31, 2020 |
Updated | May 18, 2020 |