OK I found what the problem was. It seems that UE 5.4 crashes if you use two or more nested Linked Anim Graphs in your animation blueprint.
For example, in my case, I use ALS V4 and Dynamic Flight. In ALS_AnimBP I have a Linked Anim Graph “CT_Flight_Example_Anim_Graph_ALS”, which itself contains “CT_Anim_Graph_Flight”, so it crashes during compilation of my player BP.
Remove “CT_Anim_Graph_Flight” and it works again. So the temporary solution is to only use one level of Linked Anim Graph. You can merge two Linked Anim Graph without too much difficulty, while waiting for a fix.
Before reporting the bug to Epic, we will need further feedback to be sure that the problem really comes from there.
Same issue as well, even on 5.4.2. Hoping there will be a more definitive fix for this as I’m kinda screwed development wise at the moment without being able to compile lol
Are you still having the same issue as listed above? I know some of those posts appear to be older. But, I’d be happy to look into this and try to help provide a solution in case anyone comes across it with and searchers here in the future. If you were unable to resolve it, if you can post the crash log you’re receiving I’ll gladly take a look. Thank you!
So weird. So, in my main project, using more than one linked anim graph will crash the engine with the bone error thing when compiling any player character bp, however in another project that has the same animbp setup in 5.4, it works just fine? makes no sense.
For me this randomly started happening if any anim blueprint was set. The only way I was able to fix it was to set my anim classes on begin play. It seems to be perfectly fine with that. It is even fine doing it in the construct once, but then after it saves it it crashes the second time. I imagine this is some kind of reference error in the c++ code where there is a circular dependency in 5.4.
Hello, i have a similar issue with mu ue5 and im hoping to get some help with it. id appreciate it very much. here is my crash log im on 5.4.3 and all ive done is made some cubes and stretched them around
Does this occur only in 5.4 or other versions of UE as well? (Also, the first step I’d take based on that crash log is to change to DirectX 11 and test again. Let me know if that fixes it.)
Unfortunately it still occurs in ue 5.5, multiple nested linked anim graphs worked just fine in ue 5.3, i’ve been trying to upgrade a project from 5.3 to 5.4 and this very same line 151 error comes up from using an linked abp_meleecombo anim graph into the main thirdperson abp.
An identical issue appears in ue 5.5 when compiling the character blueprint. I was hoping they might have fixed it for ue 5.5
The issue still there! UE 5.5.3 - the engine crashes on BoneContainer->IsValid() on 3 different machines with different hardware. All projects crash (even newly created) when selecting preview animation for Physcial Asset. It seems that only Windows 10 is affected by it.
Same for 5.4 but doesn’t reproduce in Game Animation Sample Project
I’m experiencing the exact same error in version 5.6.1, right after working with animations for a long time. Only in the last few days has the engine started crashing frequently with this error. But the error is very vague, not precise. So far, I can’t pinpoint the problem or figure out what exactly is causing it. However, my work is now practically paralyzed, as I’m getting this error crashing the engine so often, and I have to save frequently to avoid having to start over each time.
The strangest thing is that the crash occurs even when compiling other characters, which shouldn’t have any connection to my animation blueprint (though I’m still testing all of this). This also happens when I change the Animation Mode for the Metahuman skeleton in the character blueprint from Use Animation Asset to Use Animation Blueprint (and nothing else, it crashes immediately). But I’ve noticed that this never happens the first time, only the second time (the second broken compilation or the second animation resampling). It seems that when some asset is reloaded into memory or checked, the engine crashes. Or something similar, it’s hard to say for sure. But the crashes are very frequent, making it almost impossible to work, which is very frustrating.