I’m attempting the classic thing of replacing the unreal mannequin with my own rigged mesh (rigged with mixamo). I’ve followed a couple different tutorials (one of them from the official Unreal channel) but every time I try to retarget either an animation or the blueprint itself, unreal crashes.
Any help with this would be hugely appreciated.
here’s a copy of the crash report
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 53 from an array of size 53
I had a project where we got a similar error. It seems to have to do with the amount of bones / virtual bones on a skeleton. Removing all virtual bones from the target skeleton allowed us to assign skeletal meshes to another skeleton / import to the skeleton properly. Sometimes retargetting animations caused a similar error and we fixed it by adding a single virtual bone to the root bone of the target skeleton (the one receiving the animations) and it then allowed us to retarget.
i have this issue with the new UE5. I try to retarget a mixamo animation to my metahuman and it all seems to work in preview of the mirrored animation in the IK Retargeter. But when i try to Export Selected Animations Unreal crashes immediately after saying it retargeted them. and the animations aren’t in the target Metahumans > Animations folder when I restart Unreal. Has anyone solved this?
I had the same issue, it looks like my chain mapping was off. I went back and made sure it matched one-to-one for the target and source and UE5 stopped crashing.
Yeah exact same issue, what’s even more annoying is that it did work and export the animations to begin with, but once i changed the pose it is now stuck in this crash loop.
getting either the error above or Assertion failed: OutPose.IsNormalized() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 1461]
Also having the same issues, what’s weird is that it work perfectly fine before. Not sure if it has to to with the length of the animation at this point.
I have the same issue. It doesn’t seems like there is a real fix yet. For me the error is Assertion failed : OutPose.IsNormalized(). And it seems to stem from the amouth of changes I make to the target skeletal mesh. If I export the animations as is it worked, but when I modify the pose 30-40 times then the crashes happen. I ended up modifying the pose cruedly until the animations looked ok and the export worked without crashing. To me it seems to be either the amount of modifications or the amount of bones modified.
For anyone looking for an answer. I found a workaround by NOT touching the fingers. After exporting UE tries to compress the animation but it’s just stuck at 0% or sometimes at 50% if you try to save at that moment it crashes. So I open the animation right click on it in the Asset browser panel and hit apply compression and I choose the second option DefaultRecorderBoneCompression.
Hey! When Retargeting the MH in the IK Retargeter, while doing the posing of the MH, don’t work with the finger at all and it will export them! Look at this tutorial, I had the same problem and this person saved my life! https://www.youtube.com/watch?v=W5ZYUlkaq5s&t=2974s
I solved this problem by reverting the “Bone Draw Size” under “Post Edit Settings” on the Details Panel of the Retargeter to its original value. I tried to Edit the Pose to closely match my source mesh especially in the finger area and the rotators are too big so I reduced their size, needless to say that was the cause of the crash.