We ran into an issue where an assertion triggers in FBaseCompactPose::SetBoneContainer(…).
On developer machines you can continue (and it appears to work), but on non-developer machines this crashes and blocks production.
Video showing repro steps from (almost) empty project. Almost empty, because of having a basic skeletal mesh for reproducing the issue: https://youtu.be/v1ANbxwFfM0
Steps to Reproduce
Repro steps:
Empty 5.5.4 project with a skeletal mesh and a skeleton
Create a BP deriving from Actor (BP_CrashRepro)
Add a Skeletal Mesh Component using the available skeletal mesh
Create an empty Animation blueprint template (ABT_Link)
Add an input pose to the anim graph, connected to the output.
Create another Animation blueprint template (ABT_Base)
Add a linked anim graph node connected to the output.
Set its Instance Class property to ABT_Link
Connect an Input Pose node to the Linked anim graph.
In BP_CrashRepro, set the skeletal mesh component’s anim instance to ABT_Base
Crash/breakpoint triggers only when:
BP_CrashRepro AND ABT_Base are open,
The user compiles BP_CrashRepro first and then ABT_Base (which will now assert/crash).
Using the attached project, you only need to follow the last main bulletpoint for the issue to occur.
DDeVoe
(DDeVoe_)
April 29, 2025, 10:25pm
3
Hey there, we did fix this issue for 5.6.
https://github.com/EpicGames/UnrealEngine/commit/0c4cdb3746cda9a791cb59349030f4a529bbb196
A guard is missing for a case where, when we are reinstancing the mesh during compilation, it will be in garbage collection and have incorrect data.