Dear Friends at Epic,
My game is periodically crashing due to an animation-related error.
This crash never used to happen in the Beta!
I only started noticing it post the first public UE4 release
#Context
I was just doing what I normally do in-game, jumping around, nothing special
#Why Beta is Relevant
My Animation Code and Montage playing has not changed at all since the Beta.
Therefore I am inclined to assume something changed on the Engine side of things that is causing this crash.
Additionally the crash is fairly random and inconsistent, and does not relate to anything I am doing in the C++
I’m just having the characters jumping around, and playing anim montages here and there, no fancy code involved
Again this portion of my code has not changed at all since the Beta, when I never ever saw this crash
#Log
[2014.05.21-08.03.37:320][737]LogWindows:Error: appError called: Assertion failed: PNewPose.isValid() [File:E:\VictoryUE4\UnrealEngine-4.1\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 1503]
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xe2a74356 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xe2912785 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FBodyInstance::SetBodyTransform() 0xe10ef0ce + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1505] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::UpdateKinematicBonesToPhysics() 0xe11494bf + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\physanim.cpp:338] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::RefreshBoneTransforms() 0xe0a6e3ae + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:913] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkinnedMeshComponent::TickComponent() 0xe0ae0f9b + 6 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skinnedmeshcomponent.cpp:320] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::TickComponent() 0xe0a77a0e + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:490] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UActorComponent::ConditionalTickComponent() 0xdff4ee07 + 22 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:830] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FActorComponentTickFunction::ExecuteTick() 0xdff57774 + 18 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:428] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::FTickFunctionTask::DoTask() 0xe0b43366 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:325] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() 0xe0b48e4b + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:661] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTaskThread::ProcessTasks() 0xe2805592 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:324] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0xe280574d + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::WaitUntilTasksComplete() 0xe28165a7 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:856] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphInterface::WaitUntilTaskCompletes() 0xe0b681c9 + 17 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::ReleaseTickGroup() 0xe0b5b8c0 + 83 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dl
[2014.05.21-08.03.37:321][737]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2014.05.21-08.03.37:551][737]LogWindows: === Critical error: ===
[2014.05.21-08.03.37:551][737]LogWindows: Assertion failed: PNewPose.isValid() [File:E:\VictoryUE4\UnrealEngine-4.1\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 1503]
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0xe2a74356 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0xe2912785 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FBodyInstance::SetBodyTransform() 0xe10ef0ce + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1505] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::UpdateKinematicBonesToPhysics() 0xe11494bf + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\physicsengine\physanim.cpp:338] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::RefreshBoneTransforms() 0xe0a6e3ae + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:913] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkinnedMeshComponent::TickComponent() 0xe0ae0f9b + 6 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skinnedmeshcomponent.cpp:320] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
USkeletalMeshComponent::TickComponent() 0xe0a77a0e + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:490] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UActorComponent::ConditionalTickComponent() 0xdff4ee07 + 22 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:830] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FActorComponentTickFunction::ExecuteTick() 0xdff57774 + 18 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\actorcomponent.cpp:428] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::FTickFunctionTask::DoTask() 0xe0b43366 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:325] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() 0xe0b48e4b + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:661] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTaskThread::ProcessTasks() 0xe2805592 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:324] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0xe280574d + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:176] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::WaitUntilTasksComplete() 0xe28165a7 + 0 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\private\async\taskgraph.cpp:856] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphInterface::WaitUntilTaskCompletes() 0xe0b681c9 + 17 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::ReleaseTickGroup() 0xe0b5b8c0 + 83 bytes [File=e:\victoryue4\unrealengine-4.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:185] [in E:\VictoryUE4\UnrealEngine-4.1\Engine\Binaries\Win64\UE4Editor-Engine.dl