same error every time i open sequence and a lot pf problems happen befor like delete the sequence but luckey me i was take it copy and stuff like that how do i solve all that pls ?
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Assertion failed: !AllocationFlags[Index] [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h] [Line: 94]
UnrealEditor_Sequencer!TSparseArray<TSetElement<TWeakObjectPtr<UMovieSceneSignedObject,FWeakObjectPtr> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::AddUninitialized() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:134]
UnrealEditor_Sequencer!TSet<TWeakObjectPtr<UMovieSceneSignedObject,FWeakObjectPtr>,DefaultKeyFuncs<TWeakObjectPtr<UMovieSceneSignedObject,FWeakObjectPtr>,0>,FDefaultSetAllocator>::Emplace<TWeakObjectPtr<UMovieSceneSignedObject,FWeakObjectPtr> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:717]
UnrealEditor_Sequencer!UE::Sequencer::FDeferredSignedObjectChangeHandler::DeferMarkAsChanged() [D:\build\++UE5\Sync\Engine\Source\Editor\Sequencer\Private\SequencerModule.cpp:130]
UnrealEditor_ControlRig!UMovieSceneControlRigParameterSection::ReconstructChannelProxy() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Sequencer\MovieSceneControlRigParameterSection.cpp:2278]
UnrealEditor_ControlRig!UMovieSceneControlRigParameterSection::RecreateWithThisControlRig() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Sequencer\MovieSceneControlRigParameterSection.cpp:2419]
UnrealEditor_ControlRig!UMovieSceneControlRigParameterTrack::HandleOnInitialized() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Sequencer\MovieSceneControlRigParameterTrack.cpp:464]
UnrealEditor_ControlRig!TBaseUObjectMethodDelegateInstance<0,UMovieSceneControlRigParameterTrack,void __cdecl(URigVMHost *,FName const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:552]
UnrealEditor_RigVM!TMulticastDelegate<void __cdecl(URigVMHost *,FName const &),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:988]
UnrealEditor_RigVM!URigVMHost::InitializeVM() [D:\build\++UE5\Sync\Engine\Source\Runtime\RigVM\Private\RigVMHost.cpp:238]
UnrealEditor_ControlRig!UControlRig::InitializeVM() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\ControlRig.cpp:158]
UnrealEditor_ControlRig!UControlRig::Execute() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\ControlRig.cpp:274]
UnrealEditor_RigVM!URigVMHost::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\RigVM\Private\RigVMHost.cpp:275]
UnrealEditor_ControlRig!FAnimNode_ControlRigBase::ExecuteControlRig() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\AnimNode_ControlRigBase.cpp:553]
UnrealEditor_ControlRig!FAnimNode_ControlRigBase::Evaluate_AnyThread() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\AnimNode_ControlRigBase.cpp:499]
UnrealEditor_ControlRig!FControlRigLayerInstanceProxy::Evaluate() [D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Sequencer\ControlRigLayerInstanceProxy.cpp:36]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1339]
UnrealEditor_Engine!UAnimInstance::ParallelEvaluateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:826]
UnrealEditor_Engine!USkeletalMeshComponent::EvaluateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1982]
UnrealEditor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2074]
UnrealEditor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4017]
UnrealEditor_Engine!FParallelAnimationEvaluationTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:149]
UnrealEditor_Engine!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]
UnrealEditor_Core!<lambda_17c904c32264d0348d15245fba0e1bff>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!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]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_be2218a0adc66e92e8734764b1b5dd37>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]```