Invalid GC Token Offset Crash?

On 5.0.2, engine crashes on compiling if too many nodes are added in an Anim BP. Happens even if the added nodes aren’t connected to anything. The same nodes or even more would compile fine in UE4, so why and what should I do?

Crash info below:
Assertion failed: (InOffset & ~0x7FFFF) == 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\GarbageCollection.h] [Line: 108] Invalid GC Token Offset (524288), max is 524287

UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_KismetCompiler
UnrealEditor_Kismet
UnrealEditor_Kismet
UnrealEditor_Kismet
UnrealEditor_UnrealEd
UnrealEditor_Kismet
UnrealEditor_Kismet
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

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Please I have the same problem especially happens when i connect more than 4 things in a blend by enum for excample .Please someone find solution

Hello I think i found a solution .The problem from the start i guess has to do with the size of the structs in ue5 that got bigger .Things like anim states and a lot others from an animation Blueprint are also considert structures and because of the big size i guess the dynamic memmory alocation doesnt work that good and the garbage collection gets full making the engine to crash .My fix to this was to create a new Animation blueprint and use all the new anim states and stuf i wanted from there .And them using the Linked anim Graph nodes i connected my animation blueprints and anim the anim states as if they would all be in one blueprint .I hope i explained it correctly and helps you with your project.But yes my solution is make the new code in new animation blueprints and then connect them all together using the linked anim graph

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Thanks! I ended up just optimizing the heck out of my animation logic, which should be even better ultimately, but I forgot about Linked Anim Graph completely! Now to do something even crazier with this knowledge!

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