Hello, i’ve began having random crashes when opening some animations of our project, this is the crash details
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771] Array index out of bounds: 354 from an array of size 354
UnrealEditor_Engine!UE::Anim::Retargeting::FRetargetingScope::~FRetargetingScope() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequenceHelpers.cpp:219]
UnrealEditor_AnimationData!UAnimationSequencerDataModel::GeneratePoseData() [F:\UnrealEngine-release\Engine\Plugins\Animation\AnimationData\Source\AnimationData\Private\AnimSequencerDataModel.cpp:1284]
UnrealEditor_AnimationData!UAnimationSequencerDataModel::Evaluate() [F:\UnrealEngine-release\Engine\Plugins\Animation\AnimationData\Source\AnimationData\Private\AnimSequencerDataModel.cpp:745]
UnrealEditor_Engine!UAnimSequence::GetBonePose() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1674]
UnrealEditor_Engine!UAnimSequence::GetBonePose_AdditiveMeshRotationOnly() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1834]
UnrealEditor_Engine!UAnimSequence::GetAnimationPose() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1528]
UnrealEditor_Engine!FCompressibleAnimData::BakeOutAdditiveIntoRawData() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimCompressionTypes.cpp:309]
UnrealEditor_Engine!FCompressibleAnimData::FetchData() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimCompressionTypes.cpp:831]
UnrealEditor_Engine!UE::Anim::FAnimationSequenceAsyncCacheTask::BuildData() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimationCompressionDerivedData.cpp:206]
UnrealEditor_Engine!`UE::Anim::FAnimationSequenceAsyncCacheTask::LaunchCompressionTask'::`2'::<lambda_1>::operator()() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimationCompressionDerivedData.cpp:249]
UnrealEditor_DerivedDataCache!`UE::DerivedData::IRequestOwner::LaunchTask'::`2'::<lambda_1>::operator()() [F:\UnrealEngine-release\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataRequestOwner.cpp:294]
UnrealEditor_DerivedDataCache!UE::Tasks::Private::TExecutableTaskBase<`UE::DerivedData::IRequestOwner::LaunchTask'::`2'::<lambda_1>,void,void>::ExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:701]
UnrealEditor_DerivedDataCache!UE::Tasks::Private::FTaskBase::TryExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:436]
UnrealEditor_DerivedDataCache!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
I’ve already tried doing the thing pointed out here
https://forums.unrealengine.com/t/my-ue-project-crashed-after-upgrading-to-5-0-3/609053/12
But it’s not working, everytime i open an affected animsequence my editor crashes, another team member just straight up crashes when clicking play, we have tons of animation and going through each one of them to delete and reimport it’s gonna be a PITA. Does anyone have a solution for this?