Sorry, it’s me again! Everytime I load up my apparently [bug-ridden project][1] I get this error in an actor blueprint where its triggering an event in my gamemode blueprint:
Despite the name of the event, the COMGamemode variable gets set inside the gamemode blueprint before this event gets fired from inside the actor, so this should be a valid communication between two blueprints. Once I click compile, the error disappears and the project works as expected.
Apart from a minor annoyance, this causes the packaged or via “standalone game”-played project to NOT work correctly, even after compiling the blueprint.
I even tried not using the COMGamemode variable and using casting instead. The same happens when I do that.
There’s also this other error: After playing I get a single “Accessed None” error of a variable that is completely unrelated to the node the error message references. When I delete that node and recreate it, the error picks another unrelated node.
Everything works fine despite the existence of this error. It’s just a tad annyoing.