Haha, sorry, that seems to be a common problem with my questions and requests here, and likely why so few of my issues get answered. I’ll try to clean up my response and explanation:
Your screenshot looks to be in an anim blueprint’s event graph, right? My problem happened in my anim blueprint’s anim graph, in a state transition.
Originally, I wanted to get a value “MaxSprintSpeed”. It changes infrequently, if at all, so I didn’t want to check it as part of the “Update Animation” event. I wanted to find a way to check once, or at least very infrequently, but was not able to.
Instead, I tried retrieving the value from a state transition check, in the animation blueprint’s animation graph, so the value would only be retrieved when trying to transition from a very specific state in the state machine to another very specific state. I am just doing this temporarily because it seems like a bad practice.
When I tried retrieving the value using the “Get Player Character” node that takes a world context object as an input, the editor crashes. In terms of my screenshot, hooking that bottom “Get Player Character” node to the “Cast to Default Character” node would cause the editor to crash after clicking “compile”.
Unfortunately, it crashes without any crash report or log to check after. If this change is saved in the blueprint before compiling and crashing, the editor crashes on start-up, also without any report. It crashes until the blueprint is removed from the content folder.
When I use the “Get Player Character” node that only takes the player index, as shown in the screenshot, it works fine.
Currently, what I was trying to do works as long as I avoid using the “Get Player Character” node that takes a world context object in my anim blueprint’s anim graph’s transition check.