Hey,
I’m getting a crash on Android when using UMG to move widgets.
I multiple animations that I try and play, and each one crashes the mobile when they start to play. If I remove everything from the animation (so it basically tries to play an empty animation) then everything works ok.
This is the call stack. Any ideas how to fix this?
D/UE4: Assertion failed: Pair != nullptr [File:Runtime/Core/Public/Containers/Map.h] [Line: 444]
D/UE4: libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...)
D/UE4: libUE4.so!FMovieSceneRootEvaluationTemplateInstance::CallSetupTearDown(IMovieScenePlayer&, FDelayedPreAnimatedStateRestore*)
D/UE4: libUE4.so!FMovieSceneRootEvaluationTemplateInstance::Evaluate(FMovieSceneContext, IMovieScenePlayer&, FMovieSceneSequenceID)
D/UE4: libUE4.so!UUMGSequencePlayer::PlayInternal(double, double, double, double, int, EUMGSequencePlayMode::Type, float)
D/UE4: libUE4.so!UUserWidget::PlayAnimation(UWidgetAnimation*, float, int, EUMGSequencePlayMode::Type, float)
D/UE4: libUE4.so!UBP_MainMenu_C__pf2028121400::bpf__ExecuteUbergraph_BP_MainMenu__pf_5(int)
D/UE4: libUE4.so!UUserWidget::execOnAnimationFinished(FFrame&, void*)
D/UE4: libUE4.so!UFunction::Invoke(UObject*, FFrame&, void*)
D/UE4: libUE4.so!UObject::ProcessEvent(UFunction*, void*)
D/UE4: libUE4.so!UUserWidget::OnAnimationFinished(UWidgetAnimation const*)
D/UE4: libUE4.so!UUserWidget::OnAnimationFinishedPlaying(UUMGSequencePlayer&)
D/UE4: libUE4.so!TBaseUObjectMethodDelegateInstance<false, UUserWidget, void (UUMGSequencePlayer&)>::ExecuteIfSafe(UUMGSequencePlayer&) const
D/UE4: libUE4.so!TBaseMulticastDelegate<void, UUMGSequencePlayer&>::Broadcast(UUMGSequencePlayer&) const
D/UE4: libUE4.so!UUMGSequencePlayer::Tick(float)
D/UE4: libUE4.so!UUserWidget::TickActionsAndAnimation(FGeometry const&, float)
D/UE4: libUE4.so!UUserWidget::NativeTick(FGeometry const&, float)
D/UE4: libUE4.so!SObjectWidget::Tick(FGeometry const&, double, float)
Cheers,
Chris