GarielSd
(GarielSd)
June 17, 2022, 4:06am
1
I am trying to make physical animations in UE5. I can do them successfully in UE4.
In UE5 it just crashes. I just create the default third person project, open the player blueprint, add a Physical Animation Component and call the SetSkeletalMeshComponent node… BANG instantly creashes.
The ContentExamples project from the Marketplace uses this code successfully in UE5 but using the UE4 manequin, so it must be something in the UE5 manequin causing this problem.
Anyone knows how to solve this?
GarielSd
(GarielSd)
June 17, 2022, 6:02am
2
After playing with the code, the problem is the control rig, disconnecting the IK control rig solves the problem.
1 Like
Elmarath
(Elmarath)
September 26, 2025, 3:04am
3
Same here, for me it was “Apply Physical Animation Profile Below” or any other Physical Animation Setting Nodes. Whenever I apply a profile I get a crash if the Anim Instance is using any “Control Rig”.
Here is the Crash Reporter’s log:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1067]
Array index out of bounds: 1 into an array of size 0
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]
UnrealEditor_Engine!ComputeLocalSpaceTargetTM() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:221]
UnrealEditor_Engine!TArray<TWeakPtr<Chaos::FBaseRewindHistory,1>,TSizedDefaultAllocator<32> >::Remove'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:409]
UnrealEditor_Engine!FPhysInterface_Chaos::ExecuteWrite() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\PhysInterface_Chaos.cpp:631]
UnrealEditor_Engine!UPhysicalAnimationComponent::UpdatePhysicsEngineImp() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:441]
UnrealEditor_Engine!UPhysicalAnimationComponent::TickComponent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:315]
UnrealEditor_Engine!TSet<TTuple<unsigned __int64,UAudioComponent * __ptr64>,TDefaultMapHashableKeyFuncs<unsigned __int64,UAudioComponent * __ptr64,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<unsigned __int64 const & __ptr64,UAudioComponent * __ptr64 &() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:4835]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1589]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:679]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessUntilTasksComplete() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1592]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:986]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:2079]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:786]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1533]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2151]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:533]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5625]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll