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Blueprint Script Component Broken?

So basically in an FPS i'm making I have setup a System in Blueprint using the Blueprint Script Components for adding the weapon code to a Player. The Weapon Components are all children components of a main Weapon which contains mandatory code across all guns (How the Mesh is sent to the Player). The children components are then the different types of Weapon which contain the Code for that weapon. E.G the Assault Rifle uses a repeated line trace. However, I have run into a problem with this and I can't seem to find a fix. The Assault Rifle class has suddenly without reason broken and throws and error (Shown in the picture below) and although it does throw the error the code is still being called properly as the sound effect at the end of the code is always going off and the ammo amount is draining but the Line Trace node is being completely ignored for some reason so I think there might be an issue with the custom event "Push Server". Another thing is that whenever I edit one of the components I have to go into the player to re-add the component node or I get a compile issue and the blueprint doesn't save due to /Engine/Transient or something. Please help me find a workaround or temporary fix for this!

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Product Version: UE 4.11
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asked May 21 '16 at 01:53 PM in Blueprint Scripting

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avatar image ElSnaps. May 21 '16 at 02:12 PM

Just for the record the errors don't appear if I'm not using the "Push Server" custom event or Line Trace by Channel but they do appear if one or the other is being called

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