Lyra Anim BP Ensure condition failed: CurrentTime >= 0.f && CurrentTime

LogOutputDevice: Warning: Script Stack (0 frames) :
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.021 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: CurrentTime >= 0.f && CurrentTime <= GetPlayLength() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 4158]
LogOutputDevice: Error: Current time inside of AdvanceMarkerPhaseAsLeader is out of range 2.009 of 0.0 to 1.900
LogOutputDevice: Error: Sequence: AnimSequence /Game/Mannequins/LyraAnimation/MM_Unarmed_Walk_Left_Start.MM_Unarmed_Walk_Left_Start
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ff98ee1a1fc UnrealEditor-Engine.dll!UAnimSequence::AdvanceMarkerPhaseAsLeader() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:4158]
LogOutputDevice: Error: [Callstack] 0x00007ff98ee69361 UnrealEditor-Engine.dll!UAnimSequenceBase::TickByMarkerAsLeader() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequenceBase.cpp:612]
LogOutputDevice: Error: [Callstack] 0x00007ff98ee6469c UnrealEditor-Engine.dll!UAnimSequenceBase::TickAssetPlayer() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequenceBase.cpp:518]
LogOutputDevice: Error: [Callstack] 0x00007ff98ee65ce8 UnrealEditor-Engine.dll!UE::Anim::FAnimSync::TickAssetPlayerInstances() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSync.cpp:145]
LogOutputDevice: Error: [Callstack] 0x00007ff98ed7cd60 UnrealEditor-Engine.dll!FAnimInstanceProxy::UpdateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1136]
LogOutputDevice: Error: [Callstack] 0x00007ff98f2cdae8 UnrealEditor-Engine.dll!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2044]
LogOutputDevice: Error: [Callstack] 0x00007ff98f2ccdd5 UnrealEditor-Engine.dll!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4009]
LogOutputDevice: Error: [Callstack] 0x00007ff98f2b77f0 UnrealEditor-Engine.dll!FParallelAnimationEvaluationTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:151]
LogOutputDevice: Error: [Callstack] 0x00007ff98f2bace6 UnrealEditor-Engine.dll!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
LogOutputDevice: Error: [Callstack] 0x00007ff992a75a74 UnrealEditor-Core.dll!<lambda_13c427d0bfcf321a066cb5a2badfbc27>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2051]
LogOutputDevice: Error: [Callstack] 0x00007ff992a7d744 UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_17c904c32264d0348d15245fba0e1bff>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
LogOutputDevice: Error: [Callstack] 0x00007ff992a8c39c UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656]
LogOutputDevice: Error: [Callstack] 0x00007ff992a8c17b UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:162]
LogOutputDevice: Error: [Callstack] 0x00007ff992a6db88 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361]
LogOutputDevice: Error: [Callstack] 0x00007ff992aaf0f2 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
LogOutputDevice: Error: [Callstack] 0x00007ff992a7c240 UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
LogOutputDevice: Error: [Callstack] 0x00007ff992c11d3b UnrealEditor-Core.dll!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
LogOutputDevice: Error: [Callstack] 0x00007ff9931c5342 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
LogOutputDevice: Error: [Callstack] 0x00007ff9931bd230 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
LogOutputDevice: Error: [Callstack] 0x00007ffa166426bd KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffa16e8dfb8 ntdll.dll!UnknownFunction []

Does anyone facing this error?
I’m just following official Unreal tutorial: “Adapting Lyra Animations”

Has been tortured by this issue for several weeks. But I can’t figure it out, either.


It might be the “distance matching” skips the start animation, and cause the error

Anyone managed to get rid of this issue yet? We are also using Lyra animations and are having the same issue.

Ensure condition failed: CurrentTime >= 0.f && CurrentTime <= GetPlayLength() [File:C:…\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 3573] Current time inside of AdvanceMarkerPhaseAsLeader is out of range 1.025 of 0.0 to 0.733

The comment above the ensure doesnt inspire much confidence that it will get fixed anytime soon tbh.

// Hard to reproduce issue triggering this, ensure & clamp for now
ensureMsgf(CurrentTime >= 0.f && CurrentTime <= GetPlayLength(), TEXT("Current time inside of AdvanceMarkerPhaseAsLeader is out of range %.3f of 0.0 to %.3f\n    Sequence: %s"), CurrentTime, GetPlayLength(), *GetFullName());`

Interesstingly enough whenever this ensure fires then this ensure also fires at the exact same frame, with the same error text.

void UAnimSequence::GetMarkerIndicesForPosition
ensureMsgf(OutCurrentTime >= 0.f && OutCurrentTime <= GetPlayLength(), TEXT("Current time inside of GetMarkerIndicesForPosition is out of range %.3f of 0.0 to %.3f\n    Sequence: %s"), OutCurrentTime, GetPlayLength(), *GetFullName());

Current time inside of GetMarkerIndicesForPosition is out of range 1.025 of 0.0 to 0.733