I have a plugin project started with Unreal 4.6 (or4.5) that I have developped over versions from up to 4.8.3 (I just followed the updates).
In this plugin I have an actor class.
I am using an instance of this actor class inside a Blueprint class that is created inside the level and passed as a reference to the blueprint class.
When I run my game in simulation mode, everything works fine. I get proper data from my C++ class and the game goes its way.
If I do “Launch” and that I look at the log, I see system complaining “Accessed none” bout my C++ class.
I thought it was caused by inability of linking with some external libraries (like ws2_32.dll), so I removed all external function calls from my C++ class. It has become an almost empty class doing nothing.
Nevertheless, I still get this"Accessed none" error message !
I was thinking it could be because of the Actor constructor parameters which has canged.
If I create a new project under 4.8.3 and that I create a C++ class of the type"Actor", its costructor comes with no parameters.
If I try removing parameters in my Actor class constructor, it does not compile anymore.
Only way that works is by
having AActorClass (const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer).
When my plugin had originaly been created, I had a construcor like:
AActorClass (const class FPostConstructInitializeProperties& PCIP)
Now Iam cometely mixed-up wit that.
Can someone help me on it ?
Thans and regards,