A null Animation would cause a crash by accessing restricted memory. Solved by checking if the animation track is null before using the animation. Fixes: #26829
@@ -3424,6 +3424,10 @@ void AnimationTrackEditor::_animation_update() {
bool same = true;
+ if (animation.is_null()) {
+ return;
+ }
+
if (track_edits.size() == animation->get_track_count()) {
//check tracks are the same