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Reparent AnimInstance causes editor to crash #17

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ghost opened this issue Sep 12, 2018 · 12 comments
Closed

Reparent AnimInstance causes editor to crash #17

ghost opened this issue Sep 12, 2018 · 12 comments
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awaiting replication bug Something isn't working

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@ghost
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ghost commented Sep 12, 2018

When trying to re-parent my own AnimInstance as BodyStateAnimInstance as per the Custom Rigging Instructions, my editor crashes with the following error:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_4.20\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] Array index out of bounds: -2 from an array of size 67

I am using a rigged human model from: https://secure.axyz-design.com/

As a reference, the skeleton structure is as follows:
image

Regards,
Phil

@getnamo getnamo added bug Something isn't working awaiting replication labels Sep 12, 2018
@getnamo
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getnamo commented Sep 12, 2018

I suspect this related to the auto-rigging that happens at the startup of BodyStateAnimInstance#L124

Do you have the logs related to the crash saved under Saved/Logs? it may point to the part that doesn't behave right

@ghost
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ghost commented Sep 13, 2018

Please see attached log:
LeapModules-backup-2018.09.12-13.34.38.log

@BaazarStudios
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Any progress with this? This is happening for me as well.

@getnamo
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getnamo commented Mar 19, 2019

Can you show the skeleton hierarchy for the anim instance you are reparenting?

I'll carve out some time to fix this. Any logs you can provide will also be helpful.

@BaazarStudios
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BaazarStudios commented Mar 19, 2019

Thank you! Attached are screenshots of the rig and the log.
Let me know if you need any further information.
Log.log
UE4CC-Windows-5EE42A654DCFBF2A2DEBD08E8EF68EBC_0000.zip
Capture
Capture2
Capture3
Capture4
Capture5

@BaazarStudios
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Can you show the skeleton hierarchy for the anim instance you are reparenting?

I'll carve out some time to fix this. Any logs you can provide will also be helpful.

When would be good to check back in with you about a possible solution?

Thanks again for the assistance!

@getnamo
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getnamo commented Mar 21, 2019

I'm currently away from my workstation this week due to an event, I'll be able to look into this next week.

If your rigging can't wait that long, please try the Direct Rigging path (see these assets for examples https://github.com/leapmotion/LeapUnreal/tree/master/Content/DirectRigging/LowPoly) which does not depend on automapping or the bodystate anim instance.

@BaazarStudios
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I'm currently away from my workstation this week due to an event, I'll be able to look into this next week.

If your rigging can't wait that long, please try the Direct Rigging path (see these assets for examples https://github.com/leapmotion/LeapUnreal/tree/master/Content/DirectRigging/LowPoly) which does not depend on automapping or the bodystate anim instance.

Thank you - my apologies, I did not know there was a direct rigging method. I'll do my best with that until you have time next week! :)

@BaazarStudios
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BaazarStudios commented Mar 21, 2019

I'm currently away from my workstation this week due to an event, I'll be able to look into this next week.

If your rigging can't wait that long, please try the Direct Rigging path (see these assets for examples https://github.com/leapmotion/LeapUnreal/tree/master/Content/DirectRigging/LowPoly) which does not depend on automapping or the bodystate anim instance.

Ok - I'm almost there. My character is rigged in the blueprint with 0 errors but I just can't get the leap motion to animate. In the autorig examples, the arms and hands animate directly in the blueprint preview window, but in the direct rig, it's always static unless added to another blueprint. What am I missing here? Is it not possible for the direct rig to animate with the leap motion similar to the bodystate?

To be clear about what I'm trying to do - I just want to use the leap motion to record hand "mocap" data on my characters and save them as anims.

@getnamo
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getnamo commented Mar 26, 2019

That's helpful, I'll take a look. Any possibility of sharing just the skeleton (no mesh needed, just bone list in .uasset) for replication tests?

Note to self: appears to have multiple many-bone children which may target the hand root incorrectly. Should default auto-map to false to stop it from crashing on init.

@BaazarStudios
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BaazarStudios commented Mar 26, 2019

That's helpful, I'll take a look. Any possibility of sharing just the skeleton (no mesh needed, just bone list in .uasset) for replication tests?

Note to self: appears to have multiple many-bone children which may target the hand root incorrectly. Should default auto-map to false to stop it from crashing on init.

Thank you Jan. I'll upload a GDrive Link to the skeleton Uasset.

@BaazarStudios
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That's helpful, I'll take a look. Any possibility of sharing just the skeleton (no mesh needed, just bone list in .uasset) for replication tests?

Note to self: appears to have multiple many-bone children which may target the hand root incorrectly. Should default auto-map to false to stop it from crashing on init.

Skeleton Uasset is here:
https://drive.google.com/open?id=1xVv5JPnpYiQzU1ZRkuF-l6ZtYEd1D8Z2

getnamo added a commit that referenced this issue Apr 3, 2019
- this should stop #17 from crashing straight away.
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