UE5 Dedicated server Error: Assertion failed: Index != INDEX_NONE
[2022.04.06-16.23.20:644][ 0]LogWindows: Error: Assertion failed: Index != INDEX_NONE [File:D:\UnrealEngine-release\Engine\Source\Runtime\Engine\Public\Animation\AttributeTypes.h] [Line: 117]
[2022.04.06-16.23.20:645][ 0]LogWindows: Error: Missing operator for attribute, type IntegerAnimationAttribute was not registered previously
I found a solution to this problem.
This is an error that occurs if you create a project third person and package it.
In this case, delete all folders and files in the editor, add and package the third person in the feature or content pack again, and it works normally.
[EDIT] determined that adding the C++ Third person content always causes the issue. A workaround is to open the BP_ThirdPersonCharacter blueprint. Click on the Mesh (CharacterMesh) component. In the details tab under animation set Anim Class to none. This removes all animation from the character and it will T-pose the whole time. However, it will allow packaging until this is resolved.
Yeap same here, brand new Third Person project, built from source code, only thing different was adding replication to the character and a firing function in C++.
I’ll try out with mmm_5880’s method later, but did anyone submit a Bug Report to Epic Games?
EDIT: Just submitted a bug report for it, linking this forum thread as well in the report.
The IntegerAnimationAttributes are located in the new mannequin animations, specifically Manny’s anims which Quinn derives from, and seems to have a problem when creating a c++ project. I was able to get it to work just by making a blueprint version of the project
If your working with c++ and getting this error, try creating a blueprint project and adding c++ to it by clicking on tools/new c++ class and create a new GameModeBase for example.
In addition, if you create a BP project and need character source code, you can create a new c++ character class and then open the already existing character blueprint and click on class settings and change the parent class to your newly created character class.