ANURAGX
(ANURAGX)
February 18, 2019, 9:05am
187
Would anyone be able to shed some insight into what is going on with some of my sequences in the preview?
In 4.21, or if I play my sequence right when the level starts, all my characters look the way we expect
but if in the 4.22 preview I play through to where the sequence is supposed to play in our game they’re all just collapsed into puddles of polygons
I also found that if these meshes have physics enabled then the game just crashes with the following stack trace
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
UE4Editor_Engine!DispatchCheckVerify<void,<lambda_772c629cba1e4a100b11566d43231efa> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:162]
UE4Editor_Engine!<lambda_4c016f6bf28eee943867ebb35fb73aef>::operator()() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:577]
UE4Editor_Engine!FPhysicsCommand_PhysX::ExecuteWrite() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicsinterfacephysx.cpp:635]
UE4Editor_Engine!USkeletalMeshComponent::UpdateKinematicBonesToAnim() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:638]
UE4Editor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2386]
UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2112]
UE4Editor_MovieSceneTracks!MovieScene::FComponentAnimationActuator::Actuate() [d:\build\++ue4\sync\engine\source\runtime\moviescenetracks\private\evaluation\moviesceneskeletalanimationtemplate.cpp:273]
UE4Editor_MovieSceneTracks!TBlendableTokenStack<MovieScene::FBlendedAnimation>::ComputeAndActuate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\public\evaluation\blending\moviesceneblendingaccumulator.inl:28]
UE4Editor_MovieScene!FMovieSceneBlendingAccumulator::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\blending\moviesceneblendingaccumulator.cpp:27]
UE4Editor_MovieScene!FMovieSceneExecutionTokens::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneexecutiontokens.cpp:78]
UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::EvaluateGroup() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:341]
UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::Evaluate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:259]
UE4Editor_MovieScene!UMovieSceneSequencePlayer::UpdateMovieSceneInstance() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:835]
UE4Editor_MovieScene!UMovieSceneSequencePlayer::PlayInternal() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:182]
UE4Editor_DialogPlugin!ADialogManager::HandleLineSceneType() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:1417]
UE4Editor_DialogPlugin!ADialogManager::InternalMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:647]
UE4Editor_DialogPlugin!ADialogManager::MoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:582]
UE4Editor_DialogPlugin!ADialogManager::execMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\classes\dialogmanager.h:127]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:947]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2354]
UE4Editor_CoreUObject!UObject::execLetBool() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2256]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1101]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1504]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:769]
UE4Editor_Engine!FOnTimelineEvent::ExecuteIfBound() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\components imelinecomponent.h:15]
UE4Editor_Engine!FTimeline::TickTimeline() [d:\build\++ue4\sync\engine\source\runtime\engine\private imeline.cpp:533]
UE4Editor_Engine!UTimelineComponent::TickComponent() [d:\build\++ue4\sync\engine\source\runtime\engine\private imeline.cpp:690]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_0d4f53812ecf0d18d8c5e79c6a8dd7fe> >() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3109]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:816]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:582]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:1457]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private icktaskmanager.cpp:557]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private icktaskmanager.cpp:1505]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1565]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3954]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
These actors are just simple SkeletalMeshActors, I did find that if I replace them with a actor derived from Character I don’t have any of these problems but I would like to figure out the actual cause in case I encounter this in the future. I’d also make a bug report but I don’t have a clue where to even start figuring out repro steps.
Actually this bug is also present in UE4.21, I have already reported this bug, and the most interesting part is that UE4 developers were already aware of this issue and still they went ahead and released UE4.21, and they told me that this bug is not their priority at the moment.
So I hope this will get fixed in this released as they didn’t give me the date for the fix. Now I m certain that this is not going to get fixed in this release as well.
I will also tell you that I asked them that atleast give me context, I will try to fix it myself, but they didn’t give me the context. Now since you have posted the logs, I will use it and try to fix it, but won’t raise PR for that. Let epic do the fix.