Crash During Render Start-up

UE crashes while MRQ is initiating a render.

Any idea what’s causing this?

Here’s the crash report summary.

Assertion failed: SkelMesh->GetAnimInstance() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSubsystem_SharedLinkedAnimLayers.cpp] [Line: 125]

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_CitySample!UCitySampleAnimInstance_Crowd::LinkAccessoryLayer() [D:\build++UE5\Sync\LocalBuilds\CitySample\Windows\Source\CitySample\Anim\CitySampleAnimInstance_Crowd.cpp:53]
UnrealEditor_CitySample!TBaseUObjectMethodDelegateInstance<0,UCitySampleAnimInstance_Crowd,void __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:535]
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

1 Like

I am having the exact same problem. Most renders I try to create crash.

I was getting this crash every time I attempted a render, but recently discovered if I don’t use “Game Override” in my render settings the render will start. It would be cool if that helps in your situation, but I want to use Game Overrides. Maybe that’ll be a good clue to someone more knowledgeable to why I’m seeing that error. I’m new to UE so I’m poking around in the dark at the moment.

1 Like

Any Update on solution? Still having this issue in UE 5.2

2 Likes

The best I came up with was moving the blueprint files for the people and traffic from there respective folder to break them, then Game Overrides would work without crashing. Not exactly an elegant solution, but it’s working.

By the way thanks for the YouTube tutorials, they’ve been helpful.

SOLUTION! I only started having this problem when I opened the CitySample in UE5.2. I deleted the MASS CROWD SPAWNER and it worked!

I did try disabling “Start with Tick enabled” in the BP, but it did nothing. I’d like to keep the pedestrians, but delete the traffic spawner. Can someone more knowledgeable take a look at the BP and work out why its not working?

1 Like

This method worked for me without removing the BP.

I went into the BP_MassCrowdSpawner and had to turn off ‘Auto Spawn on Begin Play’. Obviously, this stops any pedestrians from appearing, but it does allow my Sequencer to render.