The possibility that one is the server and the other the client is ruled out?
i don’t even know what is server and what is client
Can you try in node SwitchHasAuthority?
i guess i will have to set the pawn(hover vehicle) from scratch and see if this happens again
okay one min
edit: can’t find such node
In my case yes, it was 1 PIE window running so that should total 1 server afaik. And one game instance for PIE…
Ok, you’re right
Have you tried restarting the editor?
Maybe it’s a little unstable.
Maybe if you reboot it will go back to normal.
So what i’m trying to do is get the pawn speed as a variable and then use it to set my blendspace so when the pawn gains speed the things on the side opens up. I can do it without a problem.
But when i close the game i get this annoying error. it doesn’t ruin anything but i wanna create clean project so it annoys me and i want to know why.
yes i restart it several times
There is also the possibility that the floating movement of the pawn has a bug.
Meanwhile I would advise you to always use IsValid() node for references and pointers… they are good practices… you never know when you will get a null pointer and if it is not controlled it is a sure crash… Access violation whatever… typical
Especialy in the blueprint constructor… if you have a read invalid reference in the constructor you will lost that blueprint forever… there is not way to recover it
oh i see. let me try (sory this is my second week on unreal it takes time for me to understand. till u say it i didn’t even know ‘‘isvalid’’ existed) so thanks!
nope… in this specific case the cast node do the work (cast failed)… but any other case you will need IsValid()
hahah i see :'D
The problem with blueprints is that it’s hard to tell the difference between pointers and static variables.
I would advise you to learn something basic about C++… at least the subject of pointers, it will be very useful and it is not difficult… you may even like it more than blueprints… I prefer it
Also, when a blueprint breaks, it is more difficult to fix than the C++ code. If you learn it, you will surely love it XD
seems like i can’t place SwitchHasAuthority to an animation blueprint
THANKS! i will definitely learn basics of C++
ok, yes… there are some nodes that can’t be put in certain places… SwitchHasAuthority only works for multiplayer… it’s what’s on my mind, I’m so used to thinking about multiplayer that I already forget that there are other modes of game