UObject::execVectorConst(UObject *, FFrame &, void *const) ScriptCore.cpp:3630
[内联] FFrame::StepCompiledIn(void *, const FFieldClass *) Stack.h:489
[内联] FFrame::StepCompiledIn(void *) Stack.h:482
UCameraRigParameterInterop::execSetCameraParameter(UObject *, FFrame &, void *const) CameraRigParameterInterop.cpp:121
UFunction::Invoke(UObject *, FFrame &, void *const) Class.cpp:7453
UObject::CallFunction(FFrame &, void *const, UFunction *) ScriptCore.cpp:1175
[内联] FFrame::Step(UObject *, void *const) ScriptCore.cpp:509
UObject::ProcessContextOpcode(FFrame &, void *const, bool) ScriptCore.cpp:3150
[内联] FFrame::Step(UObject *, void *const) ScriptCore.cpp:509
[蓝图] CDE_PlayerCamera: 事件运行摄像机导演 Event Graph
ProcessLocalScriptFunction(UObject *, FFrame &, void *const) ScriptCore.cpp:1275
ProcessScriptFunction<…>(UObject *, UFunction *, FFrame &, void const, void ()(UObject *, FFrame &, void *)) ScriptCore.cpp:1067
ProcessLocalFunction'::
2’::<lambda_1>::operator()() ScriptCore.cpp:1320
ProcessLocalFunction(UObject *, UFunction *, FFrame &, void *const) ScriptCore.cpp:1337
[内联] FFrame::Step(UObject *, void *const) ScriptCore.cpp:509
[蓝图] CDE_PlayerCamera: 事件运行摄像机导演 Function /Game/Characters/Camera/CDE_PlayerCamera.CDE_PlayerCamera_C:RunCameraDirector
ProcessLocalScriptFunction(UObject *, FFrame &, void *const) ScriptCore.cpp:1275
UObject::ProcessInternal(UObject *, FFrame &, void *const) ScriptCore.cpp:1364
UFunction::Invoke(UObject *, FFrame &, void *const) Class.cpp:7453
UObject::ProcessEvent(UFunction *, void *) ScriptCore.cpp:2209
[内联] UBlueprintCameraDirectorEvaluator::NativeRunCameraDirector(const UE::Cameras::FCameraDirectorEvaluationParams &) BlueprintCameraDirector.cpp:398
UE::Cameras::FBlueprintCameraDirectorEvaluator::OnRun(const UE::Cameras::FCameraDirectorEvaluationParams &, UE::Cameras::FCameraDirectorEvaluationResult &) BlueprintCameraDirector.cpp:109
[内联] UE::Cameras::FCameraDirectorEvaluator::Run(const UE::Cameras::FCameraDirectorEvaluationParams &, UE::Cameras::FCameraDirectorEvaluationResult &) CameraDirectorEvaluator.cpp:52
UE::Cameras::FCameraSystemEvaluator::UpdateCameraDirector(float, UE::Cameras::FCameraDirectorEvaluator *) CameraSystemEvaluator.cpp:299
UE::Cameras::FCameraSystemEvaluator::UpdateImpl(float, ECameraNodeEvaluationType) CameraSystemEvaluator.cpp:257
AGameplayCamerasPlayerCameraManager::DoUpdateCamera(float) GameplayCamerasPlayerCameraManager.cpp:324
APlayerCameraManager::UpdateCamera(float) PlayerCameraManager.cpp:787
APlayerController::UpdateCameraManager(float) PlayerController.cpp:6334
UWorld::Tick(ELevelTick, float) LevelTick.cpp:1605
UEditorEngine::Tick(float, bool) EditorEngine.cpp:2149
UUnrealEdEngine::Tick(float, bool) UnrealEdEngine.cpp:530
FEngineLoop::Tick() LaunchEngineLoop.cpp:5619
[内联] EngineTick() Launch.cpp:60
GuardedMain(const wchar_t *) Launch.cpp:189
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:271
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:339
After version 5.6, the parameter passing of GameplayCamera will crash. Use the MakeCameraData Ref node, and the above is the copied stack information GPT told me that there was a problem with the blueprint virtual machine, with a null error. Is there any solution