• RuntimesUnreal
  • Spine crashes during Garbage Collection

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?

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Hoping for a human response, as spinebot sort of just reiterated what I already asked lol.

    JuiceTin Sorry for the delay in getting back to you! Mario, who is in charge of spine-ue runtime, is currently on sick leave and will need some time to check on this issue. We apologize for the delay, but would appreciate it if you could be patient with us for a while.