Animation compression crash

using 4.10.0

animation compression automatic crash every time.
Bitwise Compress , Least Destructive ,…and more option is not crash.

crash only automatic option.

Crash Report:

MachineId:E5AEFC3E47C20CB33D1AAAB0C4CE4A17
EpicAccountId:dead705461a7477e856659b16f3549d0

Access violation - code c0000005 (first/second chance not available)

“”

UE4Editor_Engine!AEFPerTrackCompressionCodec::GetBoneAtom() [c:\nextstageue4\engine\source\runtime\engine\private\animation\animencoding_pertrackcompression.cpp:468]
UE4Editor_Engine!UAnimSequence::GetBonePose() [c:\nextstageue4\engine\source\runtime\engine\private\animation\animsequence.cpp:1066]
UE4Editor_Engine!UAnimSequence::GetAnimationPose() [c:\nextstageue4\engine\source\runtime\engine\private\animation\animsequence.cpp:894]
UE4Editor_Engine!UAnimSingleNodeInstance::NativeEvaluateAnimation() [c:\nextstageue4\engine\source\runtime\engine\private\animation\animsinglenodeinstance.cpp:338]
UE4Editor_AnimGraph!UAnimPreviewInstance::NativeEvaluateAnimation() [c:\nextstageue4\engine\source\editor\animgraph\private\animpreviewinstance.cpp:140]
UE4Editor_Engine!UAnimInstance::EvaluateAnimation() [c:\nextstageue4\engine\source\runtime\engine\private\animation\animinstance.cpp:470]
UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [c:\nextstageue4\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:932]
UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [c:\nextstageue4\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1004]
UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [c:\nextstageue4\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:1138]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::RefreshBoneTransforms() [c:\nextstageue4\engine\source\editor\unrealed\private\animation\debugskelmeshcomponent.cpp:432]
UE4Editor_Engine!USkinnedMeshComponent::TickComponent() [c:\nextstageue4\engine\source\runtime\engine\private\components\skinnedmeshcomponent.cpp:463]
UE4Editor_Engine!USkeletalMeshComponent::TickComponent() [c:\nextstageue4\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:600]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::TickComponent() [c:\nextstageue4\engine\source\editor\unrealed\private\animation\debugskelmeshcomponent.cpp:728]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [c:\nextstageue4\engine\source\runtime\engine\private\components\actorcomponent.cpp:1139]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [c:\nextstageue4\engine\source\runtime\engine\private\components\actorcomponent.cpp:679]
UE4Editor_Engine!FTickFunctionTask::DoTask() [c:\nextstageue4\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask::ExecuteTask() [c:\nextstageue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [c:\nextstageue4\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [c:\nextstageue4\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [c:\nextstageue4\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [c:\nextstageue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [c:\nextstageue4\engine\source\runtime\engine\private\ticktaskmanager.cpp:292]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [c:\nextstageue4\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [c:\nextstageue4\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [c:\nextstageue4\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_Persona!FAnimationViewportClient::Tick() [c:\nextstageue4\engine\source\editor\persona\private\animationeditorviewportclient.cpp:752]
UE4Editor_UnrealEd!UEditorEngine::Tick() [c:\nextstageue4\engine\source\editor\unrealed\private\editorengine.cpp:1407]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [c:\nextstageue4\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [c:\nextstageue4\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [c:\nextstageue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [c:\nextstageue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [c:\nextstageue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Hi Ruthless,

I was able to recreate the engine crashing when animations are compressed using the automatic option. I was able to reproduce this 100% of the time and have entered the following bug report: JIRA [UE-23993]. When this issue has been resolved, we will notify you and the Answerhub community with an update to this post.

Thank you for alerting us to this issue,

.

Hi.
resolve this issue in UE4.11?

Yes, this has been reported fixed for the official 4.11 release and I have just tested this in the 4.11 Preview and did not experience a crash. You can test this in the 4.11 preview as well and let me know if you are experiencing any issues. -Thanks

hi.
release 4.11
we use automatic option. but crash :frowning:

never mind. unique animation only.