AnimBP "Intertialization" node causing crash

Does anyone know why the “Inertialization” node in my AnimBP is causing the editor to crash?

Assertion failed: OutDurationPerBone.Num() == NumSkeletonBones [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\BlendProfile.cpp] [Line: 232]

UnrealEditor_Engine!UBlendProfile::FillSkeletonBoneDurationsArray() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\BlendProfile.cpp:232]
UnrealEditor_Engine!FAnimNode_Inertialization::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_Inertialization.cpp:272]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:398]
UnrealEditor_AnimGraphRuntime!FAnimNode_RotateRootBone::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\AnimNodes\AnimNode_RotateRootBone.cpp:50]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:398]
UnrealEditor_Engine!FAnimNode_SaveCachedPose::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_SaveCachedPose.cpp:77]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:398]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:398]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1389]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1310]
UnrealEditor_Engine!UAnimInstance::ParallelEvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:787]
UnrealEditor_Engine!USkeletalMeshComponent::EvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1968]
UnrealEditor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2060]
UnrealEditor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4009]
UnrealEditor_Engine!FParallelAnimationEvaluationTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:151]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!<lambda_13c427d0bfcf321a066cb5a2badfbc27>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2051]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_17c904c32264d0348d15245fba0e1bff>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:162]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

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Same error after upgrade from 5.0.0 to 5.1.1. Seems an engine problem, any way to fix it?

I’ve run into a similar problem. It was related to incorrectly configured blend profiles on the skeleton. There were references to bones that were not on the skeleton. It was a standard skeleton from UE 5.0. To fix the problem I used the custom plugin and manually cleaned the list of bones in blend profiles.

With the new skeleton in UE 5.1 there should be no problem. Try to use the newest mannequin skeleton from Third Person Project.

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Hey,Bro,Im found the way!This bug is caused by a bug in the Blend Profile setting in the transition rules in the state machine, for example, my animated blueprint will always trigger this bug in the Pivot state, so check all the transition rules about this state machine, in the Detail panel, find BlendSetting, you will find some Blend Profile option followed by the Restore Settings icon (even though this option is really empty), click it to restore, and BOOM!!! Problem solved!!!
PS: Pay attention to check all the Blend Profile settings with suspect transition rules

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You led me on the right path. For me it was because I forgot to place a Blend Profile in one spot.

If you’re following the Lyra project, within the linked anim instance there’s a transition in the anim interface pivot function between PivotA and PivotB states that seem to correspond with the main anim instance pivot transitions.

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Thanks for the help, everyone! I made all of the blend profiles for a new skeleton ahead of time, thinking that they’d automatically be intact (and not wiped) when re-targeting an animation blueprint. But it looks like, when retargeting animation blueprints, all blend profiles are wiped, and they have to be “re-selected” in the animation graph :grinning: