Description

The crash will occur when changing the Codec in a curve compression setting.
This is a regression do it not happening in 4.26.2..

Steps to Reproduce
  1. Open any project.
  2. Create and open a new curve compression setting.
  3. Change the codec setting to any setting.

Result: Crash 

Expected Result: Codec sets as Compressed Rich Curves without crash

Callstack
UE4Editor_Engine!<lambda_86f742ed0a6a27673c9ebd0c66cee0d6>::operator() [AnimInstanceProxy.h:343]
UE4Editor_Engine!FAnimSingleNodeInstanceProxy::PropagatePreviewCurve() [AnimSingleNodeInstanceProxy.cpp:48]
UE4Editor_Engine!FAnimNode_SingleNode::Evaluate_AnyThread() [AnimSingleNodeInstanceProxy.cpp:511]
UE4Editor_Engine!FAnimSingleNodeInstanceProxy::Evaluate() [AnimSingleNodeInstanceProxy.cpp:42]
UE4Editor_AnimGraph!FAnimPreviewInstanceProxy::Evaluate() [AnimPreviewInstance.cpp:197]
UE4Editor_ControlRig!FAnimNode_ControlRigInputPose::Evaluate_AnyThread() [ControlRigLayerInstanceProxy.cpp:364]
UE4Editor_Engine!FPoseLink::Evaluate() [AnimNodeBase.cpp:356]
UE4Editor_ControlRig!FAnimNode_ControlRigBase::Evaluate_AnyThread() [AnimNode_ControlRigBase.cpp:217]
UE4Editor_ControlRig!FControlRigLayerInstanceProxy::Evaluate() [ControlRigLayerInstanceProxy.cpp:34]
UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [AnimInstanceProxy.cpp:1383]
UE4Editor_Engine!FAnimInstanceProxy::EvaluateAnimation() [AnimInstanceProxy.cpp:1363]
UE4Editor_Engine!UAnimInstance::ParallelEvaluateAnimation() [AnimInstance.cpp:728]
UE4Editor_Engine!USkeletalMeshComponent::EvaluateAnimation() [SkeletalMeshComponent.cpp:1874]
UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [SkeletalMeshComponent.cpp:1964]
UE4Editor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [SkeletalMeshComponent.cpp:3756]
UE4Editor_Engine!USkeletalMeshComponent::DoParallelEvaluationTasks_OnGameThread() [SkeletalMeshComponent.cpp:2405]
UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [SkeletalMeshComponent.cpp:2310]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::RefreshBoneTransforms() [DebugSkelMeshComponent.cpp:499]
UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [SkeletalMeshComponent.cpp:743]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::InitAnim() [DebugSkelMeshComponent.cpp:286]
UE4Editor_ControlRigEditor!UControlRigSkeletalMeshComponent::InitAnim() [ControlRigSkeletalMeshComponent.cpp:21]
UE4Editor_Engine!USkeletalMeshComponent::OnRegister() [SkeletalMeshComponent.cpp:523]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [ActorComponent.cpp:1525]
UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [ComponentReregisterContext.h:77]
UE4Editor_Engine!USkeleton::HandleVirtualBoneChanges() [Skeleton.cpp:1752]
UE4Editor_SkeletonEditor!SSkeletonTree::DeleteVirtualBones() [SSkeletonTree.cpp:1950]
UE4Editor_SkeletonEditor!SSkeletonTree::OnDeleteSelectedRows() [SSkeletonTree.cpp:1901]
UE4Editor_SkeletonEditor!TBaseSPMethodDelegateInstance<0,SSkeletonTree,0,void __cdecl(void) [DelegateInstancesImpl.h:307]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [UICommandList.cpp:220]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [UICommandList.cpp:164]
UE4Editor_SkeletonEditor!SSkeletonTree::OnKeyDown() [SSkeletonTree.cpp:1875]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_f630e7f24dbef73857a69219e32f2d96> >() [SlateApplication.cpp:383]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [SlateApplication.cpp:4341]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [SlateApplication.cpp:4238]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [WindowsApplication.cpp:2040]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [WindowsApplication.cpp:2698]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [WindowsApplication.cpp:1881]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [WindowsApplication.cpp:905]
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [WindowsPlatformApplicationMisc.cpp:125]
UE4Editor!FEngineLoop::Tick() [LaunchEngineLoop.cpp:4851]
UE4Editor!GuardedMain() [Launch.cpp:178]
UE4Editor!GuardedMainWrapper() [LaunchWindows.cpp:137]
UE4Editor!LaunchWindowsStartup() [LaunchWindows.cpp:273]
UE4Editor!WinMain() [LaunchWindows.cpp:320]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:288]

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Cannot Reproduce
ComponentUE - Anim - Runtime
Affects Versions4.27.1
Target Fix5.2
Fix Commit19868793
CreatedNov 15, 2021
ResolvedJan 25, 2023
UpdatedFeb 21, 2023