After using Hide Bones (PBO Term) from BP if I attempt to attach another object to the same character, UE crashes.
Caused by null ptr access PRigidDynamic in PhysAnim.cpp line ~580. I added a null ptr check here and it seems to fix the crash in this particular case.
Callstack:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::UpdateKinematicBonesToAnim() [z:\di2\ue4\engine\source\runtime\engine\private\physicsengine\physanim.cpp:582]
UE4Editor-Engine.dll!USkeletalMeshComponent::OnUpdateTransform() [z:\di2\ue4\engine\source\runtime\engine\private\skeletalmeshcomponentphysics.cpp:1358]
UE4Editor-Engine.dll!USceneComponent::PropagateTransformUpdate() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:420]
UE4Editor-Engine.dll!USceneComponent::UpdateComponentToWorldWithParent() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:357]
UE4Editor-Engine.dll!USceneComponent::UpdateComponentToWorld() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:400]
UE4Editor-Engine.dll!USceneComponent::UpdateChildTransforms() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:1541]
UE4Editor-Engine.dll!USceneComponent::PropagateTransformUpdate() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:427]
UE4Editor-Engine.dll!USceneComponent::UpdateComponentToWorldWithParent() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:357]
UE4Editor-Engine.dll!USceneComponent::InternalSetWorldLocationAndRotation() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:1905]
UE4Editor-Engine.dll!UPrimitiveComponent::MoveComponentImpl() [z:\di2\ue4\engine\source\runtime\engine\private\components\primitivecomponent.cpp:1463]
UE4Editor-Engine.dll!USceneComponent::SetRelativeLocationAndRotation() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:742]
UE4Editor-Engine.dll!USceneComponent::SetWorldLocation() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:888]
UE4Editor-Engine.dll!USceneComponent::AddWorldOffset() [z:\di2\ue4\engine\source\runtime\engine\private\components\scenecomponent.cpp:809]
UE4Editor-Engine.dll!AActor::AddActorWorldOffset() [z:\di2\ue4\engine\source\runtime\engine\private\actor.cpp:2983]
UE4Editor-Engine.dll!AActor::K2_AddActorWorldOffset() [z:\di2\ue4\engine\source\runtime\engine\private\actor.cpp:4066]
UE4Editor-Engine.dll!AActor::execK2_AddActorWorldOffset() [z:\di2\ue4\engine\source\runtime\engine\classes\gameframework\actor.h:70]
UE4Editor-CoreUObject.dll!UFunction::Invoke() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor-CoreUObject.dll!UObject::CallFunction() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484]
UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor-CoreUObject.dll!UObject::CallFunction() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608]
UE4Editor-CoreUObject.dll!UObject::execVirtualFunction() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor-CoreUObject.dll!UObject::CallFunction() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608]
UE4Editor-CoreUObject.dll!UObject::execVirtualFunction() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor-CoreUObject.dll!UObject::CallFunction() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608]
UE4Editor-CoreUObject.dll!UObject::execVirtualFunction() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor-CoreUObject.dll!UFunction::Invoke() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [z:\di2\ue4\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1053]
UE4Editor-Engine.dll!UActorComponent::ReceiveTick() [z:\di2\ue4\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:2099]
UE4Editor-Engine.dll!UActorComponent::ConditionalTickComponent() [z:\di2\ue4\engine\source\runtime\engine\private\components\actorcomponent.cpp:1139]
UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() [z:\di2\ue4\engine\source\runtime\engine\private\components\actorcomponent.cpp:679]
UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [z:\di2\ue4\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor-Engine.dll!TGraphTask::ExecuteTask() [z:\di2\ue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() [z:\di2\ue4\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() [z:\di2\ue4\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() [z:\di2\ue4\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() [z:\di2\ue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [z:\di2\ue4\engine\source\runtime\engine\private\ticktaskmanager.cpp:285]
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [z:\di2\ue4\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor-Engine.dll!UWorld::RunTickGroup() [z:\di2\ue4\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor-Engine.dll!UWorld::Tick() [z:\di2\ue4\engine\source\runtime\engine\private\leveltick.cpp:1162]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [z:\di2\ue4\engine\source\editor\unrealed\private\editorengine.cpp:1355]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [z:\di2\ue4\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor.exe!FEngineLoop::Tick() [z:\di2\ue4\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor.exe!GuardedMain() [z:\di2\ue4\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() [z:\di2\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [z:\di2\ue4\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
KERNEL32.DLL
ntdll.dll
ntdll.dll