I used “PVEModel” in an event and debuged it. Then I found that the event was called in correct place but the two break nodes were not triggered inside the event.
You shouldn’t change a child actor component’s class at runtime. That’s why you are having weird errors. Try just setting the class in the editor, or why do you need to set it on begin play? What are you trying to achieve?
In my actor, I have several components(widgets, child actors, etc). The child actor is used for different models and these models are actors because they are not a whole static mesh. Several model parts constitute a child actor. I set a child actor to control these static meshes inside my child actor(move, scale or rotate)