Hi there,
we are using the Leap Motion Controller width Gemini in our Project. When I try the Leap Mode VR Unreal Crahses width the following error message:
Assertion failed: !Pose[ParentIndex].ContainsNaN() [File:F:\UE_4.27\Engine\Source\Runtime\Engine\Public\BonePose.h] [Line: 633]
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_BodyState!FCSPose::CalculateComponentSpaceTransform() [F:\UE_4.27\Engine\Source\Runtime\Engine\Public\BonePose.h:633]
UE4Editor_BodyState!FCSPose::CalculateComponentSpaceTransform() [F:\UE_4.27\Engine\Source\Runtime\Engine\Public\BonePose.h:630]
UE4Editor_BodyState!FCSPose::GetComponentSpaceTransform() [F:\UE_4.27\Engine\Source\Runtime\Engine\Public\BonePose.h:597]
UE4Editor_BodyState!FAnimNode_ModifyBodyStateMappedBones::EvaluateComponentPose_AnyThread() [C:\Users\momos\Desktop\VRTW\VRTWProj\Plugins\UltraLeapTracking\Source\ThirdParty\BodyState\Private\AnimNode_ModifyBodyStateMappedBones.cpp:199]
UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_SkeletalControlBase.cpp:157]
UE4Editor_Engine!FComponentSpacePoseLink::EvaluateComponentSpace() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:442]
UE4Editor_Engine!FAnimNode_ConvertComponentToLocalSpace::Evaluate_AnyThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeSpaceConversions.cpp:38]
UE4Editor_Engine!FPoseLink::Evaluate() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:356]
UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1465]
UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1385]
UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1363]
UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:728]
UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1874]
UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1964]
UE4Editor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:3756]
UE4Editor_Engine!FParallelAnimationEvaluationTask::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:123]
UE4Editor_Engine!TGraphTask::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1066]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:889]
UE4Editor_Core!FTaskThreadAnyThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:966]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
In the other Modes it doesnt crahs and shows the hand.
Does someone have any idea on why this could be happining.