[BUG] Crash when playing montage without AnimBlueprint (4.10.2)

I had only noticed the .dmp and the code snippet - I did not see the other two .txt files initially and I am looking over them now. The Montage_Play function enter’s the first if() before crashing at the second if(). This leads me to believe that MontageToPlay is correctly however either CurrentSkeleton is not set properly or the GetSkeleton() call is failing. If possible, can you add a breakpoint in AIBeginDying where it calls for the montage to begin playing and then run the project in debug mode through Visual Studio? If/when the breakpoint is triggered, step through the code to find the value of Current Skeleton as well as the value returned from MontageToPlay->GetSkeleton()