Editor Crashes when swapping skeletal mesh

In my Character Blueprint - I have a function when I pickup a new armour set - I swap the skeletal mesh of my character and run an anim montage where he does a flex animation. The New skeletal Mesh uses the same anim BP.

I am confused on what is happening because sometimes it works, 90% of the time the editor crashes…

Assertion failed: !bPostEvaluatingAnimation [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp] [Line: 2273] PostAnimEvaluation already in progress, recursion detected for SkeletalMeshComponent [CharacterMesh0], AnimInstance [ABP_GK_C_0]

It was happening in 4.20 and also 4.24

If anyone has any clues about this - would greatly appreciate it :slight_smile:

My guess - might be that there’s an error happening when I swap the skeletal mesh - the anim bp is still running on tick - and gets confused when I swap out the mesh

Hey buddy,

Maybe try and stop the anim instance before you swap out the skeleton mesh, let me know if this works.

That did work for me, just get mesh, pause anims, swap, anims, run montage

What did you do exactly ? I have to same crash, but can’t repair it. I get a notify from my montage and when I catch the notify I want to swap mesh. But even after calling Character->GetMesh()->GetAnimInstance()->StopAllMontages(0); I still have the !bPostEvaluatingAnimation crash.

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I got seldom crashes when setting physical asset for Metahuman in runtime.

That’s what I did:

  1. Disabled Post Process Blueprint for all skeletal meshes in BP setting (and I see no changes in pawn behavior)
  2. Before setting physical asset I Stop all skeletal meshes
  3. I set delay for 1 tick before and after set physical asset

After many tests I see no crashes (so far).