Hi, in 5.6 we’re having the editor freeze when pressing the “Apply to All” button on an Animation Modifier. The upgrade to 5.6 added the line `AnimSequence->WaitOnExistingCompression();` to the function `AnimationModifier::ApplyToAnimationSequence`, which is what’s causing the freeze. The `ApplyToAnimationSequence` function is waiting for compression the first time through, and then re-entering the same function during `PostEditChange`. Ultimately, it gets stuck in `AsyncCompilationHelpers::FinishCompilation` where it has 1 job to work on but makes no progress.
The message box it gets stuck on shows “Waiting for animation sequences to be ready 0/1 (PATH_TO_ANIM_HERE)”
We got around this by adding the line `UE::Anim::FApplyModifiersScope Scope;` above the `AnimSequence->WaitOnExistingCompression();` line, but we’re not sure if this is the correct fix. Alternatively, removing `AnimSequence->WaitOnExistingCompression();` also fixes the issue.
I’m unable to get this to repro with default mannequin animations, and it’s weird because some of our game specific animations are fine and some aren’t, and I’m not sure why.
Our repro is:
- Create a new blueprint asset, which is a child of AnimationModifier
- Open an animation sequence, and in the Window -> Animation Data Modifiers panel, press “Add Modifier” and select the new one you just made
- Go back to the blueprint asset of the animation modifier, and press “Apply to All”
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