Can you give a bit more information on what you’re trying to do? It’s not clear to me what “Editor connect to server” means. Are you animating your skeleton on the server? In that code, if the animation data isn’t present or can’t be evaluated, we assert, are you generating animation on the fly?
So the flag being tripped indicates either that it thinks it has the raw animation data or that it is being forced to use it. In cooked builds, that should never be the case, and it should use the compressed data instead. The first thing to check is whether bForceUseRawData is false for whichever client or server is making the check. If it is, that is a red flag, as that should be editor-only. There hasn’t been any change here across engine versions, so we need to determine whether this is something you’ve set on the project side.
If that is still false, then we need a more complete call stack.
Running on the pre-compiled Windows client, it connects to our normal server. Launching it from the editor doesn’t cause this problem. This code was previously used to obtain the transform of certain bones in the animation; in previous versions of UE, it worked without issue in all environments.