Hi, yeah it sounds like we are missing at least one check higher in the callstack that the component is valid. I would also try adding a check in FEvaluateSkeletalAnimations::EvaluateSkeletalAnimations to make sure that the component is registered by expanding the validity check that we already have there:
`void EvaluateSkeletalAnimations(USkeletalMeshComponent* SkeletalMeshComponent, const FBoundObjectActiveSkeletalAnimations& InSkeletalAnimations) const
{
ensureMsgf(SkeletalMeshComponent, TEXT(“Attempting to evaluate an Animation track with a null object.”));
if (!SkeletalMeshComponent || !SkeletalMeshComponent->IsRegistered() || !SkeletalMeshComponent->GetSkeletalMeshAsset())
{
return;
}`If that does catch the issue, I can integrate that change.