[5.7.4] Crash could happen in level sequence when animation is not found

Hello :slight_smile:

In 5.7.4, the engine could crash in a level sequence due to an animation missing (animation in dev folder for example), i fixed it like this on my side, not sure if that’s something you would like to keep, since animation should be there anyway to begin with

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Thanks for raising this. We typically have guards or warnings in place to prevent saving assets that reference the developer folder external to it, but not in the case of sequencer. You’re right, this could prevent a crash as well. I’ll bring this to the dev team and post an issue if this is something that they want to address differently.

Dustin

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You’re welcome, yeah i typically did fix for the lesser impact possible but probably some stuff could be avoided up front this function as well :slight_smile:

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We’re trying to get a definitive repro of this. You mentioned the developer folder example, but in that case, the cook would fail. What is the repro that you have specifically that could cause the issue?

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It could be related to the fact i’m creating chunk files beforehand the cooking process, basically creating all content chunks, normally, but also having 2 special chunks, one editor which is preventing anything not catch by the chunk generation process to get inside the chunk0 (3), and one that is used especially to prevent the cooking process to ever try to cook them (4)

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i think by default i’m putting everything that is editor only reference to chunk3 and everything inside never cook folder inside chunk4

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I guess this is something quite specific to our workflow in that case, forgot we were doing that, so it’s probably a non-issue for most

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If that’s something that you could confirm on your side that would be helpful, we’ve implemented your suggestion, but it could help a lot to find other potential issues.

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yeah i will try to modify the cook rule and tell you if the cooking process is indeed failing (probably, that was maybe the reason for this chunk in the first place)

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It seems like changing the neverCook to Unknown was not enough, cooking still go through, the missing references are detected tho

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could be related to this settings tho, in DefaultGame.ini [/Script/UnrealEd.ProjectPackagingSettings]

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you still need me to test some stuff to make the cook fail ? i can test without that settings as well, but in the end even if by default the cook is failing on developers assets, i see easily studio taking the road of making them non-failure, because of the workflow inside the studio and also to not prevent a version from an automated ci to get release because one person forgot an asset

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Nope, we’ve made the change, and this helps us find potentially further issues.

Dustin

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Okay perfect :slight_smile: thanks for the change :slight_smile:

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