I only can give suggestion to debug:
Try to put CCAssert(action != 0) after you call action = CCAnimate::create(this->loadPlistForAnimationWithName(“walkingAnim”,“Player”)); to make sure action is not 0.
I see memory leak in this line:
char *strArr=new char[animationFrames.size()+1]; // you never call delete to strArr.
Inside your function loadPlistForAnimationWithName, try to comment out all codes, make sure it works, then uncomment the line one by one and see if it still works.
If you’re familiar with memory window, try to check the memory each time you assign variable. ex: memcpy(strArr,animationFrames.c_str(),animationFrames.size()); why don’t you use strcpy in this line instead of memcpy?I guess it’s safer.