Hello,
has anyone ever had this error ?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_ControlRigEditor!FControlRigEditMode::RequestToRecreateControlShapeActors() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRigEditor\Private\EditMode\ControlRigEditMode.cpp:3217]
UnrealEditor_ControlRigEditor!FControlRigEditMode::OnHierarchyModified() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRigEditor\Private\EditMode\ControlRigEditMode.cpp:3580]
UnrealEditor_ControlRigEditor!FControlRigEditMode::OnHierarchyModified_AnyThread() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRigEditor\Private\EditMode\ControlRigEditMode.cpp:3814]
UnrealEditor_ControlRigEditor!TBaseSPMethodDelegateInstance<0,FControlRigEditMode,1,void __cdecl(enum ERigHierarchyNotification,URigHierarchy *,FRigBaseElement const *),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:298]
UnrealEditor_ControlRig!TMulticastDelegate<void __cdecl(enum ERigHierarchyNotification,URigHierarchy *,FRigBaseElement const *),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
UnrealEditor_ControlRig!URigHierarchy::Notify() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Rigs\RigHierarchy.cpp:2599]
UnrealEditor_ControlRig!URigHierarchy::Reset_Impl() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Rigs\RigHierarchy.cpp:362]
UnrealEditor_ControlRig!URigHierarchy::CopyHierarchy() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Rigs\RigHierarchy.cpp:431]
UnrealEditor_ControlRig!URigHierarchy::ResetToDefault() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Rigs\RigHierarchy.cpp:376]
UnrealEditor_ControlRig!UControlRig::Execute() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\ControlRig.cpp:690]
UnrealEditor_ControlRig!FAnimNode_ControlRigBase::CacheBones_AnyThread() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\AnimNode_ControlRigBase.cpp:584]
UnrealEditor_ControlRig!FControlRigLayerInstanceProxy::CacheBones() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Sequencer\ControlRigLayerInstanceProxy.cpp:27]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1372]
UnrealEditor_Engine!UAnimInstance::ParallelEvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:842]
UnrealEditor_Engine!USkeletalMeshComponent::EvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1958]
UnrealEditor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2047]
UnrealEditor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:3974]
UnrealEditor_Engine!FParallelAnimationEvaluationTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:153]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!LowLevelTasks::FTask::Init<
FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::
11’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::
11’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
I try to apply the Motion Trail to the control rig, but every time I get a real crash with this message. does anyone have any idea where this is coming from?