Bad cast blueprint errors

Hi, I am trying to make a tool that could be used either with or without the Sun Positioning plug-in. Is there a way to avoid any errors if a plug-in doesn’t exist in the project without removing all nodes using this plug-in? I’ve been trying to use the cast node and was hoping that the branch would ignore anything behind the cast if the cast fails. I still get blueprint errors from nodes that refer to the missing plug-in and the widget won’t load in game.

Unfortunately, this isn’t possible. One potential workaround may be to create different subclasses, one that uses the plugin and one that doesn’t. But Unreal generally doesn’t support this concept of “optional dependency” - you’re expected to require the plugin and call it a day.

Thanks for clarifying. I call it a day then. Not a big problem. I just wanted to know.