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Timers in Object type blueprint cause errors

Whenever I try to use timers in Object type blueprint, (Set Timer by Event function) it works, but always lags a little at the beginning and throws an error: http://pastebin.com/d8UNU5z3

However, it happens ONLY ONCE per session - so when I exit the editor and play, it happens, but when I play again without closing editor, it's fine. After restarting editor, it happens again, always only once. This seems like some buggy behavior.

... Also, the timers work without problems, so I don't understand... Is there a way to workaround this? I use Object type blueprints because I spawn many of them and I thought that Actor type blueprints would hit the performance more...

Product Version: UE 4.12
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asked Sep 02 '15 at 09:25 PM in Blueprint Scripting

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Hey Slavq,

The issue here is that UObject classes do not contain a World. For simplicity's sake, I'd recommend using an Actor-based class, as it will already have a reference to a world and you should not get the same ensure that you are seeing now.

It will not have much of an effect as far as performance goes, and it will save you a lot of time in the long run.

Have a great day

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answered Jul 05 '16 at 06:03 PM

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Sean L ♦♦ STAFF
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avatar image Slavq Jul 05 '16 at 06:09 PM

Thanks, so I'll switch to Actor class then. Now I understand that UObject class doesn't have a World reference, but the confusing part is that they work correctly anyway :) - they throw these errors, but they work! ... But that's only my curiosity, the problem is resolved, thanks!

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