I have observed the following undesirable behaviour, that whilst doesn’t necessarily cause any behavioural issues, could cause performance issues. In my case, I’m getting a reasonable amount of ‘accessed none’ spam to the logs.
Consider the following blueprint example:
The evaluated condition requires that PointMeshes[CurrentPointMeshIndex] is valid before using the bounding box of that mesh - however I’m getting accessed nones stating that it is invalid (which is correct). The bug is clear; the ‘true’ path should never be resolved if the condition fails, but despite never being used it is still the case.