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Description
If the plugin is installed as a project plugin, (with debug checks) it crashes with an assertion in editor. Repro:
- Run Editor
- Open BP_PlayerCharacter
- In any blueprint graph, do "Add Custom Event"
- Before the event shows itself, the crash happens. AnimNode_SpeedWarping.cpp, line 210
AnimNode_SpeedWarping.cpp:215
// Update velocity to reflect post processing done to bone location.
BoneVelocity = (BoneLocation - OldBoneLocation) / TimeStep;
check(!BoneLocation.ContainsNaN());
check(!BoneVelocity.ContainsNaN());
This is because TimeStep is 0.
Not familiar enough with the code to know what is the best way to avoid having animation triggered when updating stuff in the editor. Probably easiest to chicken out of the function EvaluateSkeletalControl_AnyThread if TimeStep == 0.0
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