Crash inside UGameplayStatics::PlaySoundAttached() where it tries to access a NULL world object.
Reproduction steps:
- Start ShooterGame and find the PlayerPawn blueprint.
- Edit the blueprint and make sure you’re in the viewport editor.
- Select the 1P mesh and change its Animation Mode to Use Animation Asset.
- 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++