[BUG] Crash when switching Animation Mode

Crash inside UGameplayStatics::PlaySoundAttached() where it tries to access a NULL world object.

Reproduction steps:

  1. Start ShooterGame and find the PlayerPawn blueprint.
  2. Edit the blueprint and make sure you’re in the viewport editor.
  3. Select the 1P mesh and change its Animation Mode to Use Animation Asset.
  4. Press Play.

Callstack:

UE4Editor-Engine-Win64-Debug.dll!UWorld::IsGameWorld() Line 4988 C++

UE4Editor-Engine-Win64-Debug.dll!UGameplayStatics::PlaySoundAttached(USoundBase * Sound,
USceneComponent * AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type
LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime,
USoundAttenuation * AttenuationSettings) Line 745 C++

UE4Editor-Engine-Win64-Debug.dll!UGameplayStatics::execPlaySoundAttached(FFrame & Stack, void * const
Result) Line 31 C++

UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result)
Line 3713 C++

UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction *
Function) Line 395 C++

Hey Stefan,

I was able to reproduce the issue you are reporting in the binary release 4.7.6 version. However the problem has been fixed internally and the crash no longer occurs on a future build. This fix should be integrated with the final release of 4.8, but if you are still experiencing the crash within the official 4.8 binary release please let us know.

Thank you for taking the time to write the report and we appreciate any feedback you are able to provide.

Regards,

Thanks Andrew, in retrospect I should have tried to reproduce this with 4.8 before reporting it and wasting your time. I’m happy to hear that it’s been resolved, though.

Thanks again!