Any calls to UGameplayCamerasSubsystem's blueprint-callable functions has the potential to crash the UE editor or a game project by using the wrong PlayerController or calling it at the wrong time.

From a licensee report, they were getting a Check crash under certain circumstances during level teardown (ending a PIE session), but it looks like this could occur more widely.

To consider:

  1. Changing UCameraAnimationCameraModifier's GetCameraAnimationCameraModifierFromPlayerController to use a ECastCheckedType::NullAllowed flag on the CastChecked call
  1. Reduce the severity of the "ensure(CameraModifier)" calls in every UGameplayCamerasSubsystem function to log a warning, so that the crashes aren't simply replaced with ensures.
Steps to Reproduce

Call various functions on the GameplayCameraSubsystem every tick in a BP, so as to trigger the null-check paths at the beginning/end of a PIE session.

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ComponentUE - Anim - Sequencer
Target Fix5.3
Fix Commit24899933
Main Commit24899933
CreatedMar 30, 2023
ResolvedApr 12, 2023
UpdatedApr 29, 2023