Post Process Animation Blueprint Crashes Using Blend Node

Hi.

I had crash when using the Blend node in the Post Process Animation blueprint.

In the call stack, USkeletonThumbnailRenderer did not initialize SkeletalMeshComponent’s animation nodes when drew the thumbnail.

[Image Removed]

USkeletalMeshComponent::SetSkeletalMesh
{
  ...
  if(bEnableAnimation)
  {
    // bReinitPose is false and node
    InitAnim(bReinitPose);
  }
  ...
}​

Then, when updating, the crash occurs because FAnimNode_BlendListBase’s PerBlendData is null.

Please check. Thank you.

재현 방법

  1. Open the project
  2. Open the PPABP_SKEL
  3. Click compile
  4. Close the PPABP_SKEL and reopen
  5. crash

Hi [mention removed]​,

I’ve tested the issue and indeed the engine crashes. I also tested this in a current development version of the engine and it is still crashing. Will inform Epic about it and will create a public bug tracker. I’ll share it as soon as I have access to it.

Best,

Joan

The issue has been reported. When filled and checked by Epic, it will be published in the following link:

Link: Unreal Engine Issues and Bug Tracker (UE\-333164)

Thanks for the report!

Thank you!