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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: alt text

Product Version: UE 4.17
pickupanimation.jpg (117.5 kB)
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asked Oct 31 '17 at 09:26 PM in Blueprint Scripting

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


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answered Nov 01 '17 at 01:24 AM

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avatar image Interitus384 Nov 01 '17 at 04:01 PM

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

avatar image Nachtmahr Nov 01 '17 at 10:52 PM

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 https://gyazo.com/9768d620d2d41d4215def45c4a2664ce

avatar image Interitus384 Nov 02 '17 at 12:58 AM

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 :/

avatar image Nachtmahr Nov 02 '17 at 01:21 AM

IT Rule #1

Did you try to Turn it Off and On again ;P

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