Also, if you destroy the actor, a reference still exists inside Animation Sharing State Processor
and will throw an error. How can you unregister an actor from it before destroying it?
You can do a check if the actor is valid, but that seems like a cheap patch and not a fix.
My other mechanism was to use Animation Asset
and sync them like I said with “Get/Set Position” but even that has a slight problem, when you call “Set Position” it has a slight delay and you can see the character “snapping” into the new position, especially if for example the character is leaning to one side more then the position 0 of the animation.
If there is a way to stop that “snapping”, I will stick with the old method as that one is fine too.