I work with blueprint chaos, animation, physical components, control rigs and notice strange behavior, as if physics at one moment ceases to be controlled by the new settings of one of these blueprints. This happened before, the solution was to restart the engine, but in 5.3, after restarting, the blueprint based on the Chaos Vehicle loses the functionality of its component - all settings for mechanics, wheels, skeleton and other things disappear. It is impossible to delete a component, it is only possible to duplicate it, and for some reason the duplicated component displays its settings (but by default), but the blueprint with the duplicated component does not work. I tried to reappend the blueprint class to other working blueprints and still the component does not work.
When trying to run the simulation in the viewport, anril crashes with the following error:
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EpicAccountId:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public/Containers/Array.h] [Line: 771] Array index out of bounds: 0 from an array of size 0
libUnrealEditor-CoreUObject.so!UFunction::Invoke(UObject*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:6659]
libUnrealEditor-CoreUObject.so!UObject::CallFunction(FFrame&, void*, UFunction*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1139]
libUnrealEditor-CoreUObject.so!UObject::execFinalFunction(UObject*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:3210]
libUnrealEditor-CoreUObject.so!UObject::ProcessContextOpcode(FFrame&, void*, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:3091]
libUnrealEditor-CoreUObject.so!UObject::execLet(UObject*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:2834]
libUnrealEditor-CoreUObject.so!ProcessLocalScriptFunction(UObject*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1236]
libUnrealEditor-CoreUObject.so!void ProcessScriptFunction<void (*)(UObject*, FFrame&, void*)>(UObject*, UFunction*, FFrame&, void*, void (*)(UObject*, FFrame&, void*)) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1036]
libUnrealEditor-CoreUObject.so!ProcessLocalFunction(UObject*, UFunction*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1279]
libUnrealEditor-CoreUObject.so!UObject::execLocalFinalFunction(UObject*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:3224]
libUnrealEditor-CoreUObject.so!ProcessLocalScriptFunction(UObject*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1236]
libUnrealEditor-CoreUObject.so!UFunction::Invoke(UObject*, FFrame&, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:6659]
libUnrealEditor-CoreUObject.so!UObject::ProcessEvent(UFunction*, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:2143]
libUnrealEditor-Engine.so!AActor::ProcessEvent(UFunction*, void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/Actor.cpp:1122]
libUnrealEditor-Engine.so!AActor::Tick(float) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/Actor.cpp:1526]
libUnrealEditor-Engine.so!FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/Actor.cpp:251]
libUnrealEditor-Engine.so!FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/TickTaskManager.cpp:275]
libUnrealEditor-Engine.so!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:1265]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:758]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:648]
libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TSizedInlineAllocator<4u, 32, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:2125]
libUnrealEditor-Engine.so!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/TickTaskManager.cpp:555]
libUnrealEditor-Engine.so!FTickTaskManager::RunTickGroup(ETickingGroup, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/TickTaskManager.cpp:1582]
libUnrealEditor-Engine.so!UWorld::Tick(ELevelTick, float) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/LevelTick.cpp:1515]
libUnrealEditor-UnrealEd.so!UEditorEngine::Tick(float, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Editor/UnrealEd/Private/EditorEngine.cpp:1922]
libUnrealEditor-UnrealEd.so!UUnrealEdEngine::Tick(float, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Editor/UnrealEd/Private/UnrealEdEngine.cpp:528]
UnrealEditor!FEngineLoop::Tick() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:5819]
UnrealEditor!GuardedMain(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp:190]
libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
libc.so.6!UnknownFunction(0x2384f)
libc.so.6!__libc_start_main(+0x89)
UnrealEditor!_start()
Unlike 5.2, in 5.3 I got more stability without crashes when setting up car animations, and decided to stay on this version, but I was wrong, now my blueprints seem to be corrupted (chaos component does not work).