The Foot placement node crashes my game

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Hello!

The Foot Placement node is crashing my game even in the editor. Does anybody know a workaround without the Unreal Engine custom modification?

Thank you!

Here is the crash message:

Assertion failed: !PelvisTransformCS.ContainsNaN() [File:D:\build++UE5\Sync\Engine\Plugins\Animation\AnimationWarping\Source\Runtime\Private\BoneControllers\AnimNode_FootPlacement.cpp] [Line: 1111]

UnrealEditor_AnimationWarpingRuntime!FAnimNode_FootPlacement::EvaluateSkeletalControl_AnyThread() [D:\build++UE5\Sync\Engine\Plugins\Animation\AnimationWarping\Source\Runtime\Private\BoneControllers\AnimNode_FootPlacement.cpp:1111]
UnrealEditor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:134]
UnrealEditor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:470]
UnrealEditor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:98]
UnrealEditor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:116]
UnrealEditor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:470]
UnrealEditor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:98]
UnrealEditor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:116]
UnrealEditor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:470]
UnrealEditor_Engine!FAnimNode_ConvertComponentToLocalSpace::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeSpaceConversions.cpp:40]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:398]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1389]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1310]
UnrealEditor_Engine!FAnimNode_LinkedAnimGraph::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_LinkedAnimGraph.cpp:161]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:398]
UnrealEditor_ControlRig!FAnimNode_ControlRigBase::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\AnimNode_ControlRigBase.cpp:451]
UnrealEditor_ControlRig!FAnimNode_ControlRig::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\AnimNode_ControlRig.cpp:194]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:398]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1389]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1310]
UnrealEditor_Engine!UAnimInstance::ParallelEvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:787]
UnrealEditor_Engine!USkeletalMeshComponent::EvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1968]
UnrealEditor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2060]
UnrealEditor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4009]
UnrealEditor_Engine!FParallelAnimationEvaluationTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:151]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!<lambda_13c427d0bfcf321a066cb5a2badfbc27>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2051]
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:656]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:162]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,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]

1 Like

Happening to me non-stop as well. As long as I don’t hover the NOTE tool tip, I’m safe and sound. No issues at runtime.