I have a Check Trace function which I would like to continue execution only if Break Hit Result’s Hit Actor is valid (checked using IsValid action).
Check Trace function actually stops executing (does not set anything to ReturnNode’s Exec) if Hit Actor was not valid but for some reason game still continues executing after Check Trace function and at that time Hit Actor parameter contains old value (latest value when actor was valid).
Is there way to actually stop exec if Hit Actor was not valid?