Array out of bounds in Physical Animation UE 5.6

Physical animation worked in UE 5.5, however in UE 5.6 I keep getting “array out of bounds [line 1067]“ my work around was turning my preCMCtick to post physics instead of pre and during but in turn my character keeps stuttering. How do I fix this? I was gonna use this component to replicate Euphoria.

check the array length before processing.

if array.length >= X then (and you do your code)

otherwise you can have your bound to the max

max = array.length-1

for i in 0…max : your code

you should share your code so we can help more precisely with the issue is.

it might be that the array is not populated on tick. maybe you are ticking before begin play.

Found the fix, go to your character’s CBP and turn your mesh tick group to post physics:

Then go to preCMCTick and turn the Tick Group to Pre physics.

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im glad my answer helped you.

great work.

Just for reference: I had a similar error on Android (Standalone VR) for physical hands using handtracking after I moved my skeletal mesh to tick group “During Physics”. I jut got a failed assertion (array out of bounds) without any additional info in the stack trace.

It seems that the Physical Animation Component and the referenced Skeletal Mesh Components have to be in “Pre Physics” or atleast in the same Tick Group (as @nande suggested).

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