But Timeline_0 is pending kill from function

On BeginPlay, I call a looping timeline to animate my pickup. Just to rotate and sorta bob up and down. Then when I pick up the pickup, I destroy the actor. Every time I pick one up, I get the error:

PIE: Error: Blueprint Runtime Error: Attempted to access Timeline_0 via property Timeline_0, but Timeline_0 is pending kill from function: ‘ExecuteUbergraph_PickupBase’ from node: Timeline_0 in graph: EventGraph in object: PickupBase with description: Attempted to access Timeline_0 via property Timeline_0, but Timeline_0 is pending kill

Not sure how to fix this, or stop it from erroring. Or even perhaps a better way of doing the animation?
This is off the Beginplay:

Looks like you access it somewhere else (PickupBase?) if thats the case make sure to check if its still valid.

It doesnt get accessed anywhere else. When the user overlaps the pickup, he gets the info then calls a function saying it was picked up. That function calls DestroyActor. And the error is specifically Timeline_0 trying to access Timeline_0

Mhh sry but can´t reproduce what you are describing. My Example: https://i.imgur.com/8Akl3p6.png

My Result without errors or Warnings during Play or after end play Screen capture - 9768d620d2d41d4215def45c4a2664ce - Gyazo

I’m not sure what changed, but the error is gone now. I dont think I changed any code since it last happened. I was thinking that maybe it was because the timeline is on the base blueprint, and I’m actually picking up a child blueprint, but now I’m not getting the error at all.

I’m honestly confused as to why it stopped :confused:

IT Rule #1

Did you try to Turn it Off and On again :stuck_out_tongue_winking_eye: