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BP Failing to Find Component that Exists

Hello, Our playable character has numerous custom components on it and everything was working as expected. Then out of the blue (so far as we could tell), we started seeing the following warning in the log file: [2019.03.15-16.26.20:711][ 0]LogScript: Warning: Accessed None trying to read property 'Player_XXX_Component'

The callstack for this was from ReceivedBeginPlay on the character's BP, where it was then trying to execute a BP function that accessed the referenced component. As I mentioned, this used to work fine, and then it suddenly stopped working. We removed the component from the character and re-added it and hooked everything back up again, which fix the issue, but it took a while and we never understood why it broke in the first place. If this happens again, do you have any thoughts on how we could track down why it's broken? Opening the BP character class in the editor, the component appeared to be present and everything seemed fine. I'd like to either add additional logging somewhere in the C++ code to track down what was going on, or determine other debugging best practices to prevent his from being a recurring issue. Thanks!

Product Version: UE 4.21
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asked Mar 15 '19 at 08:08 PM in Blueprint Scripting

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Josh Vockel
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