The issue was due to the utilisation of a Blueprint value in PostInitProperties() so I’ll use them in BleginPlay() as you said
I still got a crash everytime I create a Blueprint based on my Spell class though ( link text )
The issue was due to the utilisation of a Blueprint value in PostInitProperties() so I’ll use them in BleginPlay() as you said
I still got a crash everytime I create a Blueprint based on my Spell class though ( link text )