Aboosheh
(Aboosheh)
November 7, 2022, 5:42pm
1
hello every one . i have big problem
when i conect with live link my meta human and change blueprint to my record assest my unreal crashed
LoginId:1ecf6a324f839d699171c590e7bc2c16
EpicAccountId:32e7f57213bd43fd8ad090044f3767a5
Assertion failed: Message != nullptr [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Animation\AnimNodeBase.h] [Line: 243]
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_MovieSceneTracks
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_SequencerWidgets
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
my unreal ver : 5
gpu rtx 3060 12gb
ram 32
cpu Intel(R) Core™ i7-6700 CPU @ 3.40GHz 3.40 GHz
3dRaven
(3dRaven)
November 7, 2022, 6:02pm
2
Aboosheh:
243
Looking at the code regarding the crash
TGraphMessageType* Message = nullptr;
SharedContext->MessageStack.TopMessage<TGraphMessageType>([&Message](TGraphMessageType& InMessage)
{
Message = &InMessage;
});
Would suggest that AnimNodeBase is expecting information in it’s message stack
SharedContext->MessageStack.TopMessage but is not receiving anything
Do you have a proper connection setup between unreal and your other software (both seen as connected and transferring data?), is your firewall blocking the exchange of information?
In your case it’s failing to get the Message and returns a null pointer causing further parts of the system to cascade fail (surprised they didn’t add a null check)
Aboosheh
(Aboosheh)
November 7, 2022, 6:20pm
3
thx for reply.
but can more expaline to me what i do exactly ?
what can i do ?
3dRaven
(3dRaven)
November 7, 2022, 6:27pm
4
What are you connecting unreal to? Maya? Iphone face tracking? Optitrack plugin?
Aboosheh
(Aboosheh)
November 7, 2022, 6:28pm
5
iphone facce tracking live link face
`
3dRaven
(3dRaven)
November 7, 2022, 6:31pm
6
And you have the apple ar face livelink setup in the livelink panel with a green light indicator showing a good connection?
(sources configured)
Aboosheh
(Aboosheh)
November 7, 2022, 6:35pm
7
i can capture sequence and record me face to unreal but when i put in the sequence my character head not moving(just lipsync) and when i disable bluprint or play sequence unreal will crash.
3dRaven
(3dRaven)
November 7, 2022, 6:38pm
8
Sequencer is pretty brittle. It also has problems with unreal rigs. Have you tried baking out the animation after recording it?
Aboosheh
(Aboosheh)
November 8, 2022, 3:05pm
9
hi siory for late . how can i bake my record?
3dRaven
(3dRaven)
November 8, 2022, 3:36pm
10
In sequencer select the object => select actions (looks like a spanner / wrench icon) and there you can find bake transform.
Aboosheh
(Aboosheh)
November 8, 2022, 3:50pm
11
ok when i bake my head is go to hiden :(((
Aboosheh
(Aboosheh)
November 8, 2022, 3:53pm
12
why my head dont move and no rotate in sequncee?
3dRaven
(3dRaven)
November 8, 2022, 3:55pm
13
Do you have a separate face track for you metahuman setup?
Aboosheh
(Aboosheh)
November 8, 2022, 3:59pm
14
no i just conect my iphone to metahuman and chois livelink in bloprint for face and head