LogBlueprintUserMessages:Warning in Packaged Game

Hey guys,

when i wanted to test my menu and host/join a server, i recognized, that i can’t use my F button to pick up an item.

So i looked up the Logfile and found the following:

[2014.07.25-11.22.26:543][164]LogBlueprintUserMessages:Warning: 35 isn't valid object type
[2014.07.25-11.22.26:543][164]LogBlueprintUserMessages:Warning: Invalid object types

So my F Key is working, but not the rest.

What i do is the following:

Pressing F triggers the “Find Usable Actor” function. I unplugged the rest to see what is causing the error.

http://puu.sh/aqp70/ad08b30449.jpg

Find Usable Actor looks like this (2 pictures):

http://puu.sh/aqp8x/8c129593ad.png

http://puu.sh/aqp8H/8c8cdd394a.png

So the only thing i can think of is, that the Object Types im giving to the Line Trace are causing the error, but what is wrong with that?
Item is a custom type that only the Items have, so i can only pickup items.
Where is my mistake? I also made a branch (while writing this) of the return value of the Line Trace, but the Error still comes up. In Editor it works fine ):

So it seems to be the Object Type is set up.
Searching for Static doesn’t post this error.

It comes from the Line Trace.

   FCollisionObjectQueryParams ObjectParams;
    for (auto Iter = ObjectsToTrace.CreateConstIterator(); Iter; ++Iter)
    {
        const ECollisionChannel & Channel = (*Iter);
        if (FCollisionObjectQueryParams::IsValidObjectQuery(Channel))
        {
            ObjectParams.AddObjectTypesToQuery(Channel);
        }
        else
        {
            UE_LOG(LogBlueprintUserMessages, Warning, TEXT("%d isn't valid object type"), (int32)Channel);
        }
    }
 
    if (ObjectParams.IsValid() == false)
    {
        UE_LOG(LogBlueprintUserMessages, Warning, TEXT("Invalid object types"));
        return false;
    }

That is where the line trace posts the error from.
But i don’t know what could be wrong with my object type. I mean you can only give it a name and set it to block etc…

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar error, that is not 100% related, could you please submit a new report for it.

Thanks!