Hello, whenever I try to import a metahuman from Bridge the editor crashes and I get the following error message:
Assertion failed: Pair != nullptr [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 656]
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Anyone know a fix?
Hey @TapiirSnout !
There seems to be a major issue with something not being hooked up or erroring out on your map. Could you try:
To delete your Intermediate and Saved folders from your project.
Checking to see whether or not you have any unused/unlinked variables in any blueprint
Verifying your UE5 install by clicking the dropdown arrow on your engine version in your library.
Also, before your next attempt, please add Editor Symbols for Debugging to your project via the installation options. Afterwards share the log that generates on the next crash.
Any additional specifics or information you can provide could go a long way in helping solve your problem!
Thanks for the reply.
I did the above mentioned steps and the editor still crashes with the following error message:
Assertion failed: Pair != nullptr [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 656]
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_UnrealEd!FTickableEditorObject::TickObjects() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Public\TickableEditorObject.h:45]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1536]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I don’t know if it’s related but trying to open any metahuman blueprint in the editor also leads to crash. In that case the error message is:
Assertion failed: Module [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 388] MeshBoneReduction
UnrealEditor_Core!FModuleManager::LoadModuleChecked() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:388]
UnrealEditor_MeshUtilities!FMeshUtilities::RemoveBonesFromMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:5151]
UnrealEditor_MeshBuilder!FSkeletalMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:192]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildSkeletalMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:72]
UnrealEditor_Engine!FSkeletalMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp:541]
UnrealEditor_Engine!USkeletalMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:4614]
UnrealEditor_Engine!USkeletalMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3523]
UnrealEditor_Engine!FAsyncTask::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:303]
UnrealEditor_Engine!FAsyncTask::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:328]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!<lambda_925f6c2453012060ddab4eb171196a20>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:333]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<void __cdecl(bool),48>::TTaskDelegateImpl<<lambda_925f6c2453012060ddab4eb171196a20>,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:426]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:280]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:320]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_776551d1e343b6cb7eaf0e5521c77c81>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:549]
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:146]
I am having the same issue. Did you solve it? How?
I am getting the same issue.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: 0 from an array of size 0
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
klausi
(Alexander Klaus)
January 20, 2023, 10:20pm
7
I had the same issue. Here is a workaround for that:
local > metahumans (I´m assuming here that the Metahuman is already downloaded.)
Open up your content browser and search for the metahuman folder
right click the folder and select “Show in Explorer”
close Unreal Editor
Go to explorer
Move ALL the files from the directory of the metahuman that you want to import into the metahuman directory.
while you copy the data there will be prompt! The destination has X files with the same names
select skip these files
Open up Unreal Engine again.
Your Metahuman should now be imported.
Hope this helps
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