Hi,
I was away for a couple of weeks so wasn’t able to try out your workaround. Unfortunately the instructions posted above are still giving me array out of bounds crashes (this is now on 4.13 as I upgraded the project before tackling the slaveAnimBPs again).
If I try setting all my slave-meshes together to use my slave animBP, then the engine crashes with array out of bounds.
If I set them one at a time then I can compile/save by editing one at a time.
If I then try launching the game after setting them one at a time, then the meshes using the SlaveAnimBP have dissapeared (the meshes aren’t attached to the body anymore or have been deleted - not sure which) and after a few seconds the engine crashes.
Once I reload my project, I can open my character blueprint (couldn’t in 4.12 as it would just crash and I’d have to delete the slaveanimBP uasset file), however if I click the viewport tab within my character blueprint the engine crashes again with the array out of bounds error in the logs:
[2016.09.19-14.13.17:697][766]LogWindows:Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 833]
[2016.09.19-14.13.17:697][766]LogWindows:Error: Array index out of bounds: 0 from an array of size 0
At least since the characterBP in 4.13 does open after a crash to the event graph I have the opportunity to clear the AnimBPs from the slave meshes so I can save/compile to make the project usable again.
Any other suggestions on a solution to the crashes would be appreciated.
Thanks.