May be this is a bug?I make a collision task in able,the collison channel set to my custom channle named “enemy”,of course I set all enemy to the this channel.
then I override On Collsion Event function, when the function called,in Hit Entities,it never get enemy.I set collision task channel back to WorldDynamic,and it works fine.
In my enemy blueprint nothing is in WorldDynamic channel,they all in “enemy” channle.
If I set Query source to Target Actor,when Target Actor is null, it will crash editor in
AActor* SourceActor = m_QueryLocation.GetSourceActor(*Context.Get());
I know I’m in a wrong way to use query task,but how ever it should not crash,you can give a message to tell user it’s wrong.