Interactml / iml-unreal

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CRASH: First attempt to run a model #3

Closed samswain closed 3 years ago

samswain commented 3 years ago

Set up a new test UE project, added nodes to record/train/run. Hit play, crashed.

samswain commented 3 years ago

UE crash report:

LoginId:3e108d054fa4f61a9dcbd19af40c23cf EpicAccountId:f4151f2a3a6f4d4789cd60d03d7ebee5

Assertion failed: IsValid() [File:D:\RocketSync\4.26.0-14830424+++UE4+Release-4.26\Working\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461] UE4Editor_InteractML!UInteractMLModel::RunModel() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\InteractML\Source\InteractML\Private\InteractMLModel.cpp:95] UE4Editor_InteractML!UInteractMLBlueprintLibrary::RunModelSimple() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\InteractML\Source\InteractML\Private\InteractMLBlueprintLibrary.cpp:477] UE4Editor_InteractML!UInteractMLBlueprintLibrary::execRunModelSimple() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\InteractML\Intermediate\Build\Win64\UE4Editor\Inc\InteractML\InteractMLBlueprintLibrary.gen.cpp:166] UE4Editor_CoreUObject!UObject::execCallMathFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:930] UE4Editor_CoreUObject!UObject::execLet() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2655] UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067] UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl)(UObject ,FFrame &,void *)>() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:898] UE4Editor_CoreUObject!ProcessLocalFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1128] UE4Editor_CoreUObject!ProcessLocalScriptFunction() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067] UE4Editor_CoreUObject!UObject::ProcessInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1155] UE4Editor_CoreUObject!UFunction::Invoke() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5588] UE4Editor_CoreUObject!UObject::ProcessEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992] UE4Editor_Engine!AActor::ProcessEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:864] UE4Editor_Engine!AActor::ReceiveTick() [D:\Build++UE4\Sync\Engine\Intermediate\Build\Win64\UE4Editor\Inc\Engine\Actor.gen.cpp:1968] UE4Editor_Engine!AActor::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1113] UE4Editor_Engine!AActor::TickActor() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1093] UE4Editor_Engine!FActorTickFunction::ExecuteTick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:173] UE4Editor_Engine!FTickFunctionTask::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284] UE4Editor_Engine!TGraphTask::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:564] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1578] UE4Editor_Engine!UWorld::RunTickGroup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:782] UE4Editor_Engine!UWorld::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1457] UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1720] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426] UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4836] UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169] UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268] UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll

samswain commented 3 years ago

Likely a check/fail on trying to run an untrained model. Investigation required.

samswain commented 3 years ago

Workaround; make sure you don't try to run a model that hasn't been trained. You can do this by AND-ing the Run input pin with the Trained output of a training node.

samswain commented 3 years ago

Fixed in main branch with Commit: 5f49822e53aae32aecfb811fde822700964bb024 [5f49822]