how can i use property access in child animation blueprint

image
if i compile code like this image in child animation blueprint, unreal crashes

i’m trying to use property access in child of other animation blueprint using property access in lyra

when i compile child blueprint with property access, editor crashes

how can i use property access in child animation blueprint?

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 10] Cast of nullptr to AnimBlueprintExtension_PropertyAccess failed

UnrealEditor_CoreUObject
UnrealEditor_PropertyAccessNode
UnrealEditor_KismetCompiler
UnrealEditor_KismetCompiler
UnrealEditor_KismetCompiler
UnrealEditor_KismetCompiler
UnrealEditor_Kismet
UnrealEditor_Kismet
UnrealEditor_Kismet
UnrealEditor_UnrealEd
UnrealEditor_Kismet
UnrealEditor_Kismet
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
InkObj
atlthunk
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Hi @harubii

The error is not in that part of the code but somewhere else. It seems you are trying to cast a null pointer to AnimBlueprintExtension_PropertyAccess.

Is that a custom function (isanymontageplaying)?

The standard for IsAnyMontagePlaying has a target input which is why I ask.

Check this page:

IsAnyMontagePlaying

I am guessing you are either:

A: Missing the target input

B: Casting the incorrect target to the input

Hope this helps

Stewart