Sync Markers Issue

Hi, so I’m having this weird bug with the sync markers. 99% of the time it works perfectly fine, but after a few minutes the whole game freezes for a few seconds and then it resumes and then it doesn’t happen again until I restart. It’s hard to replicate the glitch, as it seems to happen at random, but every time I get this in the output log:

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: OutCurrentTime >= 0.f && OutCurrentTime <= GetPlayLength() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 5309]
LogOutputDevice: Error: Current time inside of GetMarkerIndicesForPosition is out of range 1.647 of 0.0 to 1.133
LogOutputDevice: Error:     Sequence: AnimSequence /Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/MF_Unarmed_Jog_Right_Start.MF_Unarmed_Jog_Right_Start
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ffc7d75a3bb UnrealEditor-Engine.dll!UAnimSequence::GetMarkerIndicesForPosition() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:5309]
LogOutputDevice: Error: [Callstack] 0x00007ffc7d7f6dba UnrealEditor-Engine.dll!UAnimSequenceBase::TickByMarkerAsLeader() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequenceBase.cpp:543]
LogOutputDevice: Error: [Callstack] 0x00007ffc7d7f0b52 UnrealEditor-Engine.dll!UAnimSequenceBase::TickAssetPlayer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequenceBase.cpp:463]
LogOutputDevice: Error: [Callstack] 0x00007ffc7d7f39d5 UnrealEditor-Engine.dll!UE::Anim::FAnimSync::TickAssetPlayerInstances() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSync.cpp:128]
LogOutputDevice: Error: [Callstack] 0x00007ffc7d714702 UnrealEditor-Engine.dll!FAnimInstanceProxy::UpdateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1035]
LogOutputDevice: Error: [Callstack] 0x00007ffc7db77b02 UnrealEditor-Engine.dll!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2028]
LogOutputDevice: Error: [Callstack] 0x00007ffc7db76d35 UnrealEditor-Engine.dll!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:3893]
LogOutputDevice: Error: [Callstack] 0x00007ffc7db613f1 UnrealEditor-Engine.dll!FParallelAnimationEvaluationTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:141]
LogOutputDevice: Error: [Callstack] 0x00007ffc7db638c5 UnrealEditor-Engine.dll!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
LogOutputDevice: Error: [Callstack] 0x00007ffc81d6ad2d UnrealEditor-Core.dll!<lambda_b0effac95abe128e68ff2c315eb1e3d1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:350]
LogOutputDevice: Error: [Callstack] 0x00007ffc81d71caf UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<void __cdecl(bool),48>::TTaskDelegateImpl<<lambda_b0effac95abe128e68ff2c315eb1e3d1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
LogOutputDevice: Error: [Callstack] 0x00007ffc81d7e398 UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:426]
LogOutputDevice: Error: [Callstack] 0x00007ffc81d62a78 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:280]
LogOutputDevice: Error: [Callstack] 0x00007ffc81d9ea02 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:320]
LogOutputDevice: Error: [Callstack] 0x00007ffc81d6f4d0 UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_776551d1e343b6cb7eaf0e5521c77c81>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:549]
LogOutputDevice: Error: [Callstack] 0x00007ffc81ed3d45 UnrealEditor-Core.dll!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
LogOutputDevice: Error: [Callstack] 0x00007ffc82467a2b UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]
LogOutputDevice: Error: [Callstack] 0x00007ffc82460a90 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76]
LogOutputDevice: Error: [Callstack] 0x00007ffcce1e244d KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffcd03adf78 ntdll.dll!UnknownFunction []

I’m only guessing it’s because of the markers since it mentions them in the log. Did anyone else encounter this?

My project is setup pretty similar to the Lyra one, but this doesn’t happen there and I’ve run out of ideas.

I figured it out. If you have a sequence player/evaluator that changes the sequence dynamically and those sequences don’t loop, be careful that they match in length or limit the time you can change the sequence to the shortest one.

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