Destroying the owning actor as a response to an anim montage's anim notify causes unsafe access of the current anim montage. See repro steps.
Before testing, put a breakpoint in UAnimInstance::UninitializeAnimation()
When playing the montage and the actor is destroyed, notice that the breakpoint in UninitializeAnimation is hit and inspect the callstack. UninitializeAnimation() is called while executing the blueprint as a result of the anim notify. This happens in MontageInstance->Advance().
UninitializeAnimation() deletes all MontageInstances and clears the array that is currently being iterated in UAnimInstance::UpdateMontage(). This may or may not result in a crash because the memory being accessed may or may not have been overwritten yet, but further access of the current array element is definitely unsafe since it has been deleted.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-160303 in the post.
0 |
Component | UE - Anim - Runtime |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Created | Jul 28, 2022 |
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Resolved | Aug 8, 2022 |
Updated | Aug 13, 2022 |