Crash on importing skeletal mesh with additional bones

309193-

][1]Hello,
I have a crash while importing skeletal mesh to the existing skeleton. This new mash has additional bones. When I’m creating new skeletal asset it’s all fine. I have materials added. this also happens on 4.25.

Edit1:
After further investigation, it looks like its problem with Advance Locomotion System

Edit2:
Problem comes from trying to get out of range track from NewRawTracks while baking VB tracks.

callstack:

 [Inline Frame] UE4Editor-Engine.dll!TArray<FRawAnimSequenceTrack,TSizedDefaultAllocator<32>>::RangeCheck(int Index) Line 674	C++
 	[Inline Frame] UE4Editor-Engine.dll!TArray<FRawAnimSequenceTrack,TSizedDefaultAllocator<32>>::operator[](int Index) Line 718	C++
>	UE4Editor-Engine.dll!UAnimSequence::BakeOutVirtualBoneTracks(TArray<FRawAnimSequenceTrack,TSizedDefaultAllocator<32>> & NewRawTracks, TArray<FName,TSizedDefaultAllocator<32>> & NewAnimationTrackNames, TArray<FTrackToSkeletonMap,TSizedDefaultAllocator<32>> & NewTrackToSkeletonMapTable) Line 2476	C++
 	UE4Editor-Engine.dll!FCompressibleAnimData::FCompressibleAnimData(UAnimSequence * InSeq, const bool bPerformStripping) Line 163	C++
 	[Inline Frame] UE4Editor-Engine.dll!SharedPointerInternals::TIntrusiveReferenceController<FCompressibleAnimData>::{ctor}(UAnimSequence * &&) Line 135	C++
 	[Inline Frame] UE4Editor-Engine.dll!SharedPointerInternals::NewIntrusiveReferenceController(UAnimSequence * &&) Line 186	C++
 	[Inline Frame] UE4Editor-Engine.dll!MakeShared(UAnimSequence * &&) Line 1840	C++
 	UE4Editor-Engine.dll!UAnimSequence::RequestAnimCompression(FRequestAnimCompressionParams Params) Line 2267	C++
 	[Inline Frame] UE4Editor-Engine.dll!UAnimSequence::RequestAsyncAnimRecompression(bool) Line 587	C++
 	[Inline Frame] UE4Editor-Engine.dll!UAnimSequence::OnRawDataChanged() Line 5471	C++
 	UE4Editor-Engine.dll!UAnimSequence::PostProcessSequence(bool bForceNewRawDatGuid) Line 3546	C++
 	UE4Editor-Engine.dll!UAnimationAsset::ReplaceSkeleton(USkeleton * NewSkeleton, bool bConvertSpaces) Line 350	C++
 	[Inline Frame] UE4Editor-Engine.dll!UAnimationAsset::ResetSkeleton(USkeleton *) Line 229	C++
 	UE4Editor-Engine.dll!UAnimationAsset::ValidateSkeleton() Line 535	C++
 	UE4Editor-Engine.dll!USkeleton::HandleSkeletonHierarchyChange() Line 1089	C++
 	UE4Editor-Engine.dll!USkeleton::MergeBonesToBoneTree(const USkeletalMesh * InSkeletalMesh, const TArray<int,TSizedDefaultAllocator<32>> & RequiredRefBones) Line 737	C++
 	UE4Editor-Engine.dll!USkeleton::MergeAllBonesToBoneTree(const USkeletalMesh * InSkelMesh) Line 626	C++
 	UE4Editor-UnrealEd.dll!UnFbx::FFbxImporter::ImportSkeletalMesh(UnFbx::FFbxImporter::FImportSkeletalMeshArgs & ImportSkeletalMeshArgs) Line 1978	C++
 	UE4Editor-UnrealEd.dll!UFbxFactory::FactoryCreateFile(UClass * Class, UObject * InParent, FName Name, EObjectFlags Flags, const FString & InFilename, const wchar_t * Parms, FFeedbackContext * Warn, bool & bOutOperationCanceled) Line 622	C++
 	UE4Editor-UnrealEd.dll!UFactory::ImportObject(UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, const FString & Filename, const wchar_t * Parms, bool & OutCanceled) Line 201	C++
 	UE4Editor-AssetTools.dll!UAssetToolsImpl::ImportAssetsInternal(const TArray<FString,TSizedDefaultAllocator<32>> & Files, const FString & RootDestinationPath, TArray<TTuple<FString,FString>,TSizedDefaultAllocator<32>> * FilesAndDestinationsPtr, const FAssetImportParams & Params) Line 2035	C++
 	UE4Editor-AssetTools.dll!UAssetToolsImpl::ImportAssets(const TArray<FString,TSizedDefaultAllocator<32>> & Files, const FString & DestinationPath, UFactory * ChosenFactory, bool bSyncToBrowser, TArray<TTuple<FString,FString>,TSizedDefaultAllocator<32>> * FilesAndDestinations) Line 1260	C++
 	UE4Editor-UnrealEd.dll!FImportFilesByPath::Run() Line 95	C++
 	UE4Editor-UnrealEd.dll!UImportSubsystem::HandleNextTick() Line 145	C++
 	[Inline Frame] UE4Editor-Engine.dll!TBaseDelegate<TTypeWrapper<void>>::Execute() Line 586	C++
 	UE4Editor-Engine.dll!FTimerUnifiedDelegate::Execute() Line 51	C++
 	UE4Editor-Engine.dll!FTimerManager::Tick(float DeltaTime) Line 881	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1346	C++
 	UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 414	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 4850	C++
 	[Inline Frame] UE4Editor.exe!EngineTick() Line 62	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 169	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257	C++

I have the exact same problem. Has this been resolved?

If you are using advance locomotion system skeleton I removed VB LHS_ik_hand_r, VB LHS_ik_hand_l virtual bones from it

Thank you! I can import fbx now,