I started having this assertion failure in SkeletalMeshComponent.cpp: checkSlow(!SpaceBase->ContainsNaN()); at line 711 of UE4.8.2
It was happening in 4.8.0 as well and I updated in the hopes it got fixed.
It only started happening after I changed my animation setup.
I have my locomotion state machine, then I have weapon animations for my guy that play on the upper half of the body. It’s full body if the char is standing. And I have aim offsets.
It was after adding weapon animations that I started seeing this failure. It’s kinda rare but happens after playing the game for a while.
Thank you for your report. We have assigned this issue to a member of our support staff, and they will begin investigation as soon as possible. In the meantime, can you please provide the machine ID for the assertion failure that you are receiving above and please make sure that you are sending the crash log when the crash reporter pops up, and feel free to edit your post if you have additional information to provide:
So walk me through how you set this animation up, ie screenshots of the skeletal mesh failing in game and then screenshots of how you are implementing your joints and sockets in relation to your animations.
Due to Inactivity and for tracking purposes I will be marking this issue as answered. If you are still experiencing this issue than comment on this post again. I will then investigate this matter further.
Well, for some strange reason I can’t get the issue to happen again. It would consistently happen within about a minute or so of the game running but now it’s working perfectly so far.
Can’t think of what I could’ve changed to make it go away. I’ll report back if it happens again.
Oh wait, managed to get the issue happening again.
Oddly enough it’s always bone index 24 which is the middle finger bone from the male marine from UT3. I’m just using this model temporarily since the control rig is all built from back when the project was on UDK. I eventually plan on making a character built with the skeleton that the starter animation pack comes with.
I attached a log of a recent run. I noticed it’s complaining about Warning SLOTNODE: ‘DefaultSlot’ already exists. Each slot node has to have unique name. quite a lot, but other than that I’m not sure what else can be figured out from the log. link text It’s 4.8.2 but was also happening on 4.8.0.
I don’t get a crash reporter popping up. I’m running a compiled build of UE4 and the breakpoint is being hit in visual studio.
I also attached some of the uasset files in case it’s helpful. I’d take some screenshots of the blueprints themselves but it gets pretty complicated, especially when I have nested state machines, etc… link text