The crash comes from the pointers in FAnimSubsystem_PropertyAccess::Library::Indirections in the layer ABP from pointing to old/invalid functions and properties from the trash ABP_Manny, as they have not been relinked after it was recompiled when manually recompiling the character BP it depends on.
Open the repro project (see linked UDN case), which includes
Open BP_ThirdPersonCharacter in the blueprint editor and press the Compile button. This will also cause its dependencies (including ABP_Manny) to recompile
Then press play in editor to trigger the crash.
Assertion failed: Indirection.Function->GetReturnProperty() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PropertyAccess.cpp] [Line: 529]UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]UnrealEditor_Engine!FPropertyAccessSystem::GetAccessAddress<`FPropertyAccessSystem::ProcessCopy'::`11'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PropertyAccess.cpp:529]UnrealEditor_Engine!FPropertyAccessSystem::ProcessCopy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PropertyAccess.cpp:618]UnrealEditor_Engine!PropertyAccess::ProcessCopies() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PropertyAccess.cpp:742]UnrealEditor_Engine!FAnimSubsystem_PropertyAccess::OnPreUpdate_GameThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSubsystem_PropertyAccess.cpp:13]UnrealEditor_Engine!UE::Core::Private::Function::TFunctionRefCaller<`TThreadSingleton<UE::Anim::FBuildRawPoseScratchArea>::Get'::`2'::<lambda_1>,FTlsAutoCleanup * __ptr64>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:320]UnrealEditor_Engine!UAnimBlueprintGeneratedClass::ForEachSubsystem() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimBlueprintGeneratedClass.cpp:431]UnrealEditor_Engine!UAnimInstance::UpdateAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:631]UnrealEditor_Engine!USkeletalMeshComponent::TickAnimInstances() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1720]UnrealEditor_Engine!USkeletalMeshComponent::TickAnimation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1686]UnrealEditor_Engine!USkeletalMeshComponent::TickPose() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1884]UnrealEditor_Engine!USkinnedMeshComponent::TickComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:1671]UnrealEditor_Engine!USkeletalMeshComponent::TickComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1992]UnrealEditor_Engine!TSet<TTuple<unsigned __int64,UAudioComponent * __ptr64>,TDefaultMapHashableKeyFuncs<unsigned __int64,UAudioComponent * __ptr64,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<unsigned __int64 const & __ptr64,UAudioComponent * __ptr64 &() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:4835]UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1589]UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:679]UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1592]UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:986]UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:2079]UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:786]UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1511]UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2151]UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:533]UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5625]UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]kernel32ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-346992 in the post.
0 |
Component | UE - Anim - Runtime - Anim Blueprints |
---|---|
Affects Versions | 5.6 |
Target Fix | 5.8 |
Created | Oct 2, 2025 |
---|---|
Updated | Oct 2, 2025 |