bitwave.niklas

Hello,
I have an imported spine animation and want to update it in Unreal Engine. When I drag and drop the json file the engine crashes. After restarting the engine and I do the same process it works. Is this because I have an animation playing in viewport or where is the error I'm making? Here's a stack trace:
LoginId:1558d7e24e1b3e169821d69cbf4e46f4
EpicAccountId:4c19f7729d464be9bc5b79057a7dfa2b

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000

UnrealEditor_SpinePlugin!USpineSkeletonRendererComponent::UpdateMesh() [C:\devl\game-project\Game\Plugins\SpinePlugin\Source\SpinePlugin\Private\SpineSkeletonRendererComponent.cpp:224]
UnrealEditor_SpinePlugin!USpineSkeletonRendererComponent::TickComponent() [C:\devl\game-project\Game\Plugins\SpinePlugin\Source\SpinePlugin\Private\SpineSkeletonRendererComponent.cpp:82]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_8e93cba63652895611dfa1bc126611cb> >() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:3931]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1070]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:653]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilIdle() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2105]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:582]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1546]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [C:\devl\game-project\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1568]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [C:\devl\game-project\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [C:\devl\game-project\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
bitwave.niklas
  • Posts: 9

Mario

Importing a JSON file should not crash an actor that's displayed in the real-time viewport in the editor. I'll need more information, possibly so I can reproduce the issue:

1. What Spine Runtimes version are you using?
2. Is the actor in the viewport using the asset that you have tried to re-import?
3. Can you provide exact steps based on the spine-ue4 example project to reproduce the issue reliably?
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Mario

Mario
  • Posts: 3283

bitwave.niklas

1. Spine Runtime 4.1 (eb7bf3a8b3411a2c0e0f1c392a5f00551d85ab33)
2. Yes, it was either in a level or the Actor viewport
3. Steps to reproduce:
  • Export spine to json and pack attachments as single atlas
  • Open Unreal Engine (we're using UE 5 built from source)
  • Drag n Drop the exported JSON onto the Content Drawer in a relevant folder
  • Open the actor that should have the animation or create a blank actor using blueprints
  • Add the SpineSkeletonAnimation and SpineSkeletonRenderer components to the actor.
  • Select the appropriate data file and atlas.
  • Make some changes to the spine animation and export again using the same settings.
  • Drag and drop the exported JSON file into the content drawer (Actor already open and previews the first frame of the animation)
  • The engine freezes for a second and crashes giving the error output in the first message.

Let me know if there is anything else I should try or if you need more information on any of the steps.
bitwave.niklas
  • Posts: 9

Mario

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Mario

Mario
  • Posts: 3283

Mario

Sorry this took a while. It's now fixed in both the 4.1 and 4.2-beta branches. Thanks for reporting!
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Mario

Mario
  • Posts: 3283

bitwave.niklas

Woho! :party:

Awesome, I'll pull the latest today :yes:

Thanks!
bitwave.niklas
  • Posts: 9


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