After using and destroying actors in game, the editor eventually crashes due to SpineSkeletonAnimation component issues during garbage collection.
UnrealEditor_SpinePlugin!UTrackEntry::BeginDestroy() [...\SpineSkeletonAnimationComponent.cpp:87]
UnrealEditor_CoreUObject!UObject::ConditionalBeginDestroy() [...\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1214]
UnrealEditor_CoreUObject!UnhashUnreachableObjects() [...\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5949]
Here is the exact function
void UTrackEntry::BeginDestroy() {
if (entry) {
//This is the problem line, apparently entry is already null
entry->setRendererObject(nullptr);
}
Super::BeginDestroy();
}
I don't understand how entry passes the null check, but returns null exception on the next line. Is there a better check I can put here? No idea why it's nulling out anyway, or what entry even is. Is there something I can call in the code maybe before destroying a spine actor?