For some reason, the function “FAnimNode_LinkedAnimGraph::Update_AnyThread” is loosing refs to skeletal mesh.
"FAnimInstanceProxy& Proxy = InstanceToRun->GetProxyOnAnyThread<FAnimInstanceProxy>();
This line of code is looking for proxy and the one it finds has no ref to skeletal mesh. The object we are inside still have it.
We have no clear reproductions steps for that. Its happening in our game at random, sometimes sooner, sometimes later, but awlays in the place with NPCs which are using animation bp with control rigs.
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I can confirm that the problem exists when we are using Anim Budget Allocator plugin and anim layers. Thats two things who hate each other
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Hi, we’ve seen some reports of this crash previously, so there is definitely some kind of issue when using the budget allocator with linked layers/graphs. The last time this came up was in [this [Content removed] It seems difficult to get a repro of the issue which is going to make implementing a full fix tough. I do have a few questions related to a theory that we have for a cause:
- What is the Visibility Based Anim Tick Option property set to on your mesh?
- Is it possible that a montage is playing when this happens?
- More specifically, is it possible that if a montage is being played, could it be played via a slot that lives in the linked graph rather than the main graph?
In the previous thread, you’ll see that the user workaround the issue by adding a null check in FAnimInstanceProxy::UpdateAnimation_WithRoot, so that is something to try if you just want to avoid the crash. But, for now at least, we’d prefer to be able to track down the root cause, rather than just making that change in the engine.
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