So I’ve recently updated my project from 4.21 to 4.22.2. Since then I’ve had a host of problems. I’ve not been able to sync/pull from source control the engine will just crash. After look through this crash log InsertNameV2.log - Google Drive and reloading assets in the editor I’ve seen this error pop up Self Object Reference is not compatible with [bp name here] Object Reference.
Here is a example
Am getting this error across many different blueprints using the self reference node. So are there other nodes I can use to get an instance of a blueprint? Or am just doing something wrong here?
I don’t think the screenshot is related to the error message. It sounds like an orphaned pin on something else. You should look for a node / function / event (ctr+f in MasterSpell BP) called Casted Spell. It’s very likely its pins are connected with red wire, right clicking and refreshing the node should solve it.
I’m assuming there’s more than one instance of this. Or is this the only place that ‘Casted Spell’ is referenced?
this only place where casted spell is and that was just a general example am getting this same error across my project and I’ve been looking through and I haven’t red wires or anything.
I’ve noticed sometimes it bugs out and I had to rewrite the blueprint code and it worked again from scratch and connect the pins manually. Don’t copy/paste. (For me it bugged without showing any red lines.) Try this maybe it will help.
Can you post screen shots of where you pass these variables through to the player character? Also are you absolutely sure there is no other place where you call anything from the “master spell” class from within a “master spell” or child of a master spell blueprint?
Ya here are some some screenshots and ya am sure no other place and and really the master spell that’s causing most the errors and blueprints not even related to the master spell in any way that getting this same error
The only common factor I’ve seen between all of these blueprints is am using self as a target. So I just disconnect self from all my nodes in my master spell and my errors went away. So my conclusion here is that the self node itself is kinda jacked.
Have you tried “get all actors of class” on begin play and get a reference from there?
EDIT:
Also make sure to test for “is valid” before throwing around references. So that the BP that needs the reference actually gets a valid one, otherwise it’s just NULL when the requested BP is referenced too early or failed entirely
What is class of this blueprint and what type is the function input? Can you make screen shot of a class tree to blueprint (Window->Devlopment Tools->Class Viewer)