AND block evaluates both pins even if one is false

I have this:

I’m getting “Accessed none CrowController” here. Changing order of AND input pins doesn’t change that.

And gates should stop evaluating once they hit one false. Preferably evaluated in order from top to bottom. As an aside, without execution pins in AnimGraphs, how am I supposed to check for null references?

Hey Almo2001,

Thanks for report! This appears to be related to a similar issue with Select node, which also calculates all inputs. I’ve entered a new report for this issue (UE-23009), since it seems each node that behaves this way will need an individual fix. I’ll update this post when I see a fix come through. Thanks again!