Game Animation Sample Project - crashes with custom character

Hi!
I’ve been trying to use Game Animation Sample Project with my own character. I followed all steps from the documentation https://dev.epicgames.com/documentation/en-us/unreal-engine/game-animation-sample-project-in-unreal-engine
After doing everything I stepped into couple of issues.

First one - scale. My character has been scaled down. It is a bit taller than original mesh, but not too much. Generally speaking the body proportions are not correct.

Second - crash. After adding my character to the widget the game crashes in play mode whenever any than idle animation starts. Here’s a report:

I run out of ideas how to fix these issues - does anyone know how to solve them?

LoginId:599f5abf46e56ab25c0425a049cca125
EpicAccountId:8c0b3a39a63e4efe87e366b1852c2ac4

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\ArrayView.h] [Line: 313] Array index out of bounds: -1 from an array of size 81

> UnrealEditor_Engine!UBlendProfile::FillSkeletonBoneDurationsArray() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\BlendProfile.cpp:339]
> UnrealEditor_Engine!FAnimNode_DeadBlending::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_DeadBlending.cpp:859]
> UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:392]
> UnrealEditor_Engine!FAnimNode_ApplyMeshSpaceAdditive::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_ApplyMeshSpaceAdditive.cpp:90]
> UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:392]
> UnrealEditor_AnimGraphRuntime!FAnimNode_Slot::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\AnimNodes\AnimNode_Slot.cpp:94]
> UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:392]
> UnrealEditor_AnimationWarpingRuntime!FAnimNode_OffsetRootBone::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Plugins\Animation\AnimationWarping\Source\Runtime\Private\BoneControllers\AnimNode_OffsetRootBone.cpp:93]
> UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:392]
> UnrealEditor_Engine!FAnimNode_ConvertLocalToComponentSpace::EvaluateComponentSpace_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeSpaceConversions.cpp:96]
> UnrealEditor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:464]
> UnrealEditor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:142]
> UnrealEditor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:174]
> UnrealEditor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:464]
> UnrealEditor_Engine!FAnimNode_ConvertComponentToLocalSpace::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeSpaceConversions.cpp:43]
> UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:392]
> UnrealEditor_PoseSearch!FAnimNode_PoseSearchHistoryCollector::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Plugins\Animation\PoseSearch\Source\Runtime\Private\AnimNode_PoseSearchHistoryCollector.cpp:142]
> UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:392]
> UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1478]
> UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1399]
> UnrealEditor_Engine!UAnimInstance::ParallelEvaluateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:847]
> UnrealEditor_Engine!USkeletalMeshComponent::EvaluateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2088]
> UnrealEditor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2175]
> UnrealEditor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4105]
> UnrealEditor_Engine!FParallelAnimationEvaluationTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:225]
> UnrealEditor_Engine!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
> UnrealEditor_Core!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`13'::<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> >'::`13'::<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:155]
> UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
> 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:406]
> 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]

Hey ! Ive had the same issue, did you manage to solve it ?