My UE project crashed after upgrading to 5.0.3

Some days ago, I upgraded UE version to 5.0.3. Then I tried to open the project that worked well before. But it crashed at about 95% loading point.

Assertion failed: !bCompressionInProgress [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 2124]

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Hey @MightyRed0907!

A few questions and a suggestion:

  • Is it only for this project? Have you tried making a new one to see if the problem persists?
  • It looks like your problem may be caused by an animation, do you have a lot of animations currently that you would need to sift through?
  • Have you double checked your options on your 5.0.3 install to make sure all the boxes you had checked are still checked? Do you have Editor symbols for debugging?
  • After looking at the above, I suggest verifying your 5.0.3 install to make sure everything is installed correctly.

EpicGamesLauncher_om29ZMxvUk

Any additional information you can provide will be a big help in solving your problem!

Every time I load it I get a different error. Not sure what is going on. It was working fine until I upgraded to UE5.0.3.

Assertion failed: !bCompressionInProgress [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 2124]

UnrealEditor_Engine!UAnimSequence::RequestAnimCompression() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:2124]
UnrealEditor_Engine!UAnimSequence::PostLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:926]
UnrealEditor_CoreUObject!UObject::ConditionalPostLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1103]
UnrealEditor_CoreUObject!EndLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1701]
UnrealEditor_CoreUObject!<lambda_c8710bcd35c9e247c18bb173ed0f9483>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1264]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1366]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1520]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1500]
UnrealEditor_UnrealEd!UEditorEngine::Map_Load() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:2694]
UnrealEditor_UnrealEd!UEditorEngine::HandleMapCommand() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:6232]
UnrealEditor_UnrealEd!UEditorEngine::Exec() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:5722]
UnrealEditor_UnrealEd!UUnrealEdEngine::Exec() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp:659]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadMap() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:2761]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:4336]
UnrealEditor_UnrealEd!FUnrealEdMisc::OnInit() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdMisc.cpp:359]
UnrealEditor_UnrealEd!EditorInit() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:134]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:159]
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

2 Likes

Hey @Quetzalcodename

  • It is only for this project.
  • Yes, I have a lot of animations in the project.
  • I don’t have Editor symbols for debugging.
  • I have already verified the UE 5.0.3.
2 Likes

I have the same issue appearing on 5.0.3.
The same project (cloned from a git repository) works on other PCs. Another project, namely the First Person Template, works on my PC with UE503. I removed and re-installed UE503, and the newest NVIDA driver, and ensured Windows 10 updates are installed. The only obvious difference is hardware. My PC uses HDD, while other PCs have SSDs.
Below is the stack trace.

Assertion failed: !bCompressionInProgress [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 2124]

UnrealEditor_Engine!UAnimSequence::RequestAnimCompression() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:2124]
UnrealEditor_Engine!UAnimSequence::PostLoad() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:926]
UnrealEditor_CoreUObject!UObject::ConditionalPostLoad() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1103]
UnrealEditor_CoreUObject!EndLoad() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1701]
UnrealEditor_CoreUObject!<lambda_c8710bcd35c9e247c18bb173ed0f9483>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1264]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1366]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1520]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1500]
UnrealEditor_UnrealEd!UEditorEngine::Map_Load() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:2694]
UnrealEditor_UnrealEd!UEditorEngine::HandleMapCommand() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:6232]
UnrealEditor_UnrealEd!UEditorEngine::Exec() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:5722]
UnrealEditor_UnrealEd!UUnrealEdEngine::Exec() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp:659]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadMap() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:2761]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:4336]
UnrealEditor_UnrealEd!FUnrealEdMisc::OnInit() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdMisc.cpp:359]
UnrealEditor_UnrealEd!EditorInit() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:134]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:159]
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
1 Like

I have the same issue here. I have a lot of animations in the project. No way to check them all. I need an easy and simple solution to the problem.

Assertion failed: !bCompressionInProgress [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 2124]

2 Likes

Same issue here. Is there anyone who has a solution?

2 Likes

Hey @MightyRed0907,

Okay, so I suggest adding the Editor Symbols for debugging and trying your project again. That should, in theory, provide more information on a crash log, then possibly allow us to pinpoint where the animation in question is that is causing the crash.

Let’s see if this makes a meaningful difference!

I’ve got the exact same issue, upgraded to 5.0.3 and it’s crashing my project which was fine with 5.0.2 at startup with AnimSequence.cpp] [Line: 2124]

Any help would be greatly, greatly apperciated

1 Like

I’ve managed to “fix it” but honestly I have no real idea how.

The first thing I did was go into DefaultEngine.ini and remove my map as the default, so at least I could boot the project.

I then tried opening my map, crashed, checked the file in “Saved\Crashes” and saw two animations files in the log with “LogAnimationCompression: Building Anim DDC data for AnimSequence”

So I booted again and deleted the files - now everything works fine.

To double check this was the issue, I reverted my deleted files (I am using source control) and now it’s booting normally even with those files restored. So, yeah

2 Likes

@DeadStinky I did something similar to your solution. I changed the default map in DefaultEngine.ini and created a map same as the previous default map. And I removed the old default map. Then, it works well.

Thanks for this. Same issue here after 5.0.3 upgrade.

DeadStinky’s map solution worked for me to get the project opened again. After deleting the one animation in the log file that caused the crash, a new animSequence would spark it every time. We are about a year into production with around 1000 animations in the project, so waiting for a crash then reload to find the next file became laborious fast.

What worked for me, after loading the project into a empty map:

  1. Clear EditorStartupMap= in DefaultEngine.ini
  2. Open project
  3. Navigate into the content browser at root /content/
  4. Filter assets > animation sequence
  5. Select all
  6. Right click on any anim to bring up the asset options

For me this forced the engine to reload all of the animations in the project and clear the !bCompressionInProgress error without having to delete and reimport any files

Afterwards, open up the main project level, hit play to confirm then save. For me the animations did were reset if the project was not saved.

If the right click option does not reload the assets it may help to open each one individually.
Or go through each asset in the animation window asset browser and look for a yellow warning message under the “Previewing Animation filename”. It will say something like “Animation editing in progress, save to complete compression”. I do not remember the exact wording. If found there is the Apply Compression button.

6 Likes

I need step by step instructions how you did that so I can also do that on our project and I can finally get in and check the work.

I am in but anytime I go to load the forest/desert level it crashes on me again.

Ok so I tracked down the offending animation files.


And they are located here
Content\GamePrototype\Animations\AimOffsets
When I removed those files my UE5.0.3 will load my project. Put any one of them back in and it crashes upon loading.
That is all you need to do. No changing of any files or anything else. Just remove those files from that directory.

Hope this helps others.

Oh my god. I’ve spent genuinely multiple days now trying random stuff to fix this crash, and this was the fix. You are a life-saver man.

1 Like

This worked for me. Thanks!

1 Like