Z3R0K0
(Z3R0K0)
August 8, 2025, 7:41pm
1
Hello Forums.
I using Unreal Engine 5.6 with GASP and I am trying to get the ragdoll working. I followed this tutorial:
UE5 Ragdoll Physics Tutorial: Active Ragdoll, Stand Up & Moving Platforms (Complete Guide)
I then applied the fix in this video:
Crash Fix - Advanced Ragdoll Physics Tutorial
When I attempt to go into ragdoll the engine crashes with the following error:
“Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1067] Array index out of bounds: 7 into an array of size 0”
I can’t figure out where I’m going wrong. Please Help
Z3R0K0
(Z3R0K0)
August 9, 2025, 9:58am
2
LoginId:50bfa56c42cd6523f63998a32a7beee3
EpicAccountId:7a9355e5f51e474d82b843e3d90059dd
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1067]
Array index out of bounds: 7 into an array of size 0
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]
UnrealEditor_Engine!ComputeLocalSpaceTargetTM() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:221]
UnrealEditor_Engine!TArray<TWeakPtr<Chaos::FBaseRewindHistory,1>,TSizedDefaultAllocator<32> >::Remove'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:409]
UnrealEditor_Engine!FPhysInterface_Chaos::ExecuteWrite() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\PhysInterface_Chaos.cpp:631]
UnrealEditor_Engine!UPhysicalAnimationComponent::UpdatePhysicsEngineImp() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:441]
UnrealEditor_Engine!UPhysicalAnimationComponent::TickComponent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:315]
UnrealEditor_Engine!TSet<TTuple<unsigned __int64,UAudioComponent * __ptr64>,TDefaultMapHashableKeyFuncs<unsigned __int64,UAudioComponent * __ptr64,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<unsigned __int64 const & __ptr64,UAudioComponent * __ptr64 &() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:4835]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1589]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitOnNamedThreadForTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1486]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessUntilTasksComplete() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1585]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:986]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:2079]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:786]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1533]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2151]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:533]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5625]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Seems to mainly occur when using Apply Physical Animation Settings Below is called.