[4.7.6]HideBone causing error and editor hang up

HideBone function is hanging up the editor or stanalone game and after going to 1.5GB mem usage, engine handles the error. It’s always happening when im trying to record the video or with low fps in editor.
The crash is not happening again after it’s handled, but you can see some bone glitches while hiding.

Im using:

  • Character Blueprint with Anim Blueprint

  • Anim Blueprint is using Cached Pose nodes in Anim Graph, Root motion from everything, 4 States in Locomotion and Montage Play in Event Graph.

    LogOutputDevice: === Handled error: ===
    Ensure condition failed: bRequiredBonesUpToDate [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponent.cpp] [Line: 841]

    Stack:
    UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() (0x000007fee6389ed6) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:174]

    UE4Editor-Core.dll!FDebug::EnsureFailed() (0x000007fee61f2ffd) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:279]

    UE4Editor-Engine.dll!USkeletalMeshComponent::EvaluateAnimation() (0x000007fee3ef1440) + 82 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:843]

    UE4Editor-Engine.dll!USkeletalMeshComponent::PerformAnimationEvaluation() (0x000007fee3f17d93) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:920]

    UE4Editor-Engine.dll!FParallelAnimationEvaluationTask::DoTask() (0x000007fee3ee5d93) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:60]
    UE4Editor-Engine.dll!TGraphTask::ExecuteTask() (0x000007fee3ef307d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]

    UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x000007fee6124fa5) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]

    UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x000007fee612518d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]

    UE4Editor-Core.dll!FTaskThread::Run() (0x000007fee61339cb) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:562]

    UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x000007fee6387346) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]

    UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x000007fee637c32d) + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]

    kernel32.dll!UnknownFunction (0x000000007760652d) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x000000007773c541) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x000000007773c541) + 0 bytes [UnknownFile:0]

Hi Passenger,

This seems like it may be best if we try reproducing this with some example content. Would you be open to sending us your project or the assets migrated into an example project? You can upload it to drive, dropbox, etc and PM me the link.

Thanks,

.

Hi again, i think the problem is solved after i replaced all actors using hidebone function in the scene with updated BP. I think the bug is with Placed actors don’t get updated after BP or Cpp changes.