Animation cooking error in 5.6 (hash mismatch).

We upgraded the game we are doing from 5.5 to 5.6 and we have the following cooking error in some animations (hash mismatch).

LogWindows: Error: appError called: Assertion failed: !IsRunningCookCommandlet() [File:E:\Lords3_2\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 4976]

Hash for /Game/Characters/Enemies/Fighter/Animations/_Combat/Attacks/AS_FOE_YS_Fighter_LeftArmBash.AS_FOE_YS_Fighter_LeftArmBash has changed from a55f5f7ad60c05cc2500f38639ea010e1f3a7aa0 to 3f4377fe4604195103c4cc4d8718ed29bed83d3b

To our knowledge this error has been reported before:

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We tried to resave them as suggested in the post but the cooking still fails.

Of course all the animations were working and the cooking was ok in 5.5.

What should we do to fix this cooking error?

Thanks

Hi, one thing to try here is to re-save the skeleton associated with the animation sequence before processing. If there has been a change to the skeleton and that results in an update to the anim sequence during cooking then you would see this kind of change in the hash.

If that doesn’t help, it’d be useful to get a bit more information. Is this the only asset that you get the check failure for, or are there others? Could you provide a callstack? Are you seeing the check failing at any other point or just during cooking?

Hi, the error only happened at cooking time. Everything was fine in PIE.

We had the error in multiple animation sequences. The only thing the animations had in common was that all were retargeted animations.

As resaving them was not working we ended up fixing the problem by reimporting them again. Next time the error happens we will try to resave the skeleton.

Thanks.

Ok, in that case I would also look at resaving the skeleton that’s being retargeted from. And also any Retarget Source or Retarget Source Asset that’s specified on the anim sequences. I’ll leave this issue open for now so that you can follow up.