Traces fail on perpoly SkeletalMesh using MasterPoseComponent

Hey Daniel,

Thanks for reporting this crash. I’ve reproduced the crash and entered it as [UE-35602][1].

I do have a “workaround”, which is actually the way you should do this, even if this crash is resolved. Instead of casting from the AnimGraph, which only has a bool as to whether it’s a valid cast and doesn’t have an isValid? check, you cast from the event graph and define the Mesh Component as a variable. See Below:

Event Graph

Anim Graph

105860-copymeshposeanimgraph.png

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