Hi Everyone,
I am getting a crash to desktop and this error regularly when my player character starts swimming. I am using the swimming template, Instant Swimmable Water. I have tried a number of searches and I have not found any solutions. My animation blueprint is pretty simple. I have also looked through the Water BP, which holds the functionality of the swimming template, and it all looks good and is not throwing errors. I have also tried disabling other functionality that I thought might be the cause and came up with no answers there.
I have seen other people have this error when they are switching Anim Instances but I am not doing that. My skeletal mesh is staying the same.
Any suggestions for what I might try for debugging or where to look to fix this? Is this a known engine issue?
Thanks for your time.
Here are screen shots of my anim bp:
Here is the full error:
BlockquoteAssertion failed: !bPostEvaluatingAnimation [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp] [Line: 3002]
PostAnimEvaluation already in progress, recursion detected for SkeletalMeshComponent [/Game/FG_Levels/UEDPIE_0_TestLevel01.TestLevel01:PersistentLevel.HE_Character_C_0.CharacterMesh0], AnimInstance [/Game/FG_Levels/UEDPIE_0_TestLevel01.TestLevel01:PersistentLevel.HE_Character_C_0.CharacterMesh0.ABP_Professor_C_0]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]
UnrealEditor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:3002]
UnrealEditor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2861]
UnrealEditor_Engine!USkeletalMeshComponent::SetPhysicsAsset() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:2153]
UnrealEditor_Engine!USkinnedMeshComponent::execSetPhysicsAsset() [D:\build++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT\SkinnedMeshComponent.gen.cpp:2542]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:7453]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1175]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3153]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1242]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1070]
UnrealEditor_CoreUObject!ProcessLocalFunction'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1320]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1339]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1242]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1371]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:7453]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2211]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1456]
UnrealEditor_Engine!TMulticastScriptDelegate::ProcessMulticastDelegate() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegates.h:929]
UnrealEditor_Engine!FComponentEndOverlapSignature_DelegateWrapper() [D:\build++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT\PrimitiveComponent.gen.cpp:738]
UnrealEditor_Engine!UPrimitiveComponent::EndComponentOverlap() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:4024]
UnrealEditor_Engine!UPrimitiveComponent::UpdateOverlapsImpl() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:4416]
UnrealEditor_Engine!USceneComponent::UpdateOverlaps() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:1062]
UnrealEditor_Engine!USkeletalMeshComponent::FinalizeAnimationUpdate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysAnim.cpp:492]
UnrealEditor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:3194]
UnrealEditor_Engine!USkeletalMeshComponent::CompleteParallelAnimationEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4759]
UnrealEditor_Engine!FParallelAnimationCompletionTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:418]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitOnNamedThreadForTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1486]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessUntilTasksComplete() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1585]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:986]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:2079]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:786]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1533]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2151]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:533]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5625]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
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