Game crash when setting visibility of a child actor component with a paperflipbook component.[project inside]

Clean project reproducing the bug added as a zip. PROJECT.ZIP

Build version: 4.18.2

Detailed description of the issue:

I spent one full day tracking this issue that happens in our project and reproduced it in a blank project.

Two actors, named Parent and Child

Parent has a child actor component with Child Actor class=Child configured and (IMPORTANT) the Visible checkbox UNCHEKED for the Child Actor Component.

BeginPlay: Set Visibility to (true,true) for the Child Actor Component.

Child has a PaperFlipbook component with a valid source flipbook configured.

Now just spawn in the map the Parent actor and play the map in STANDALONE (it will crash…), playing in PIE don’t crash.

Crash Log:

LoginId:334bbb084a9ee5624785159b0d86c6ef
EpicAccountId:d6c3637e469e441f8110df73ca7d595a

Assertion failed: !bPostTickComponentUpdate [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp] [Line: 839]

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UE4Editor_Engine!UWorld::MarkActorComponentForNeededEndOfFrameUpdate() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:841]
UE4Editor_Paper2D!UPaperFlipbookComponent::CalculateCurrentFrame() [d:\build++ue4+release-4.18+compile\sync\engine\plugins\2d\paper2d\source\paper2d\private\paperflipbookcomponent.cpp:221]
UE4Editor_Paper2D!UPaperFlipbookComponent::CreateSceneProxy() [d:\build++ue4+release-4.18+compile\sync\engine\plugins\2d\paper2d\source\paper2d\private\paperflipbookcomponent.cpp:95]
UE4Editor_Renderer!FScene::AddPrimitive() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:719]
UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:437]
UE4Editor_Engine!UActorComponent::RecreateRenderState_Concurrent() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1295]
UE4Editor_Engine!UActorComponent::DoDeferredRenderUpdates_Concurrent() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1365]
UE4Editor_Engine!::operator()() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:972]
UE4Editor_Engine!ParallelForWithPreWork() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\parallelfor.h:234]
UE4Editor_Engine!UWorld::SendAllEndOfFrameUpdates() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:986]
UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2194]
UE4Editor_Engine!UGameViewportClient::Draw() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:1278]
UE4Editor_Engine!FViewport::Draw() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\unrealclient.cpp:1213]
UE4Editor_Engine!FSceneViewport::ResizeViewport() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\slate\sceneviewport.cpp:1347]
UE4Editor_Engine!FSceneViewport::ResizeFrame() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\slate\sceneviewport.cpp:1280]
UE4Editor_Engine!UGameEngine::SwitchGameWindowToUseGameViewport() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:523]
UE4Editor_MoviePlayer!FDefaultGameMoviePlayer::WaitForMovieToFinish() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\movieplayer\private\defaultgamemovieplayer.cpp:513]
UE4Editor!FEngineLoop::Init() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2730]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:153]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Anyone at Epic confirming that? To reproduce it… I included a very very simple project… thank you.