I encounter a crash with the following error call stack:
Assertion failed: Pose.IsValidIndex(BoneIndex) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Public\BonePose.h] [Line: 568]
UnrealEditor_AnimGraphRuntime!FAnimNode_AnimDynamics::InitPhysics() [D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_AnimDynamics.cpp:714] UnrealEditor_AnimGraphRuntime!FAnimNode_AnimDynamics::EvaluateSkeletalControl_AnyThread()
[D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_AnimDynamics.cpp:282]
According to the comment for this assertion failure:
// Invalid index supplied. If this came from an FBoneReference make sure you are
// handling lod changes properly. (for instance: if on an anim node initialize the reference in CacheBones)
It seems to suggest there is a mismatch between the bone index provided by anim dynamic node and bone available for skeletalmesh LOD.
Which make sense to me, however, how do I solve the issue by Initialize the reference CacheBone as the comment suggested?