Description

This has been tested internally using an editor utility widget yielding the same results. That small project is attached. BoundingObjectTest.

 

1) Open the project

2) Run the Editor Utility Widget and click the button

 

 

 

Steps to Reproduce

Repro steps:

 

  1. Create a sequence.
  2. Add a possessable binding e.g. a cube.
  3. Delete the cube so that the binding is broken.
  4. Run the following python (or comparable Blueprint)

```
import unreal
 
ls = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
print(ls)
 
w = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_editor_world()
print(w)
 

  1. Assumes there is only one possessable –
    for b in ls.get_possessables():
        ls.locate_bound_objects(b, w)
     

```

Crash. This should return None or an empty array.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215048 in the post.

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Fixed
ComponentUE - Anim - Sequencer
Affects Versions5.4.1
Target Fix5.4.3
Fix Commit33812137
CreatedMay 14, 2024
ResolvedMay 21, 2024
UpdatedJun 13, 2024
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