The error occurs at a branch after a macro. In the macro I am checking for left or right hand collisions from any one of three different characters player one chooses.
I have tried two different ways. One with a sequence.
The issue comes from the fact that when your return value is used, then anything hooked to that OR is evaluated.
So basically if your first Get Actor Of Class returns something, then it will move on to the end of the macro and when fetching the return value if will get everything connected to the OR node, so basically everything in your graph including things that have not yet been executed.
You should look into function that would allow for multiple return node, or store in a local variable first and then return this local variable.
The issue is you’re creating a function that returns values based on classes that may or may not exist. Currently, if all your valid checks fail, the function is still required to return a bool value based on values that are derived from an object that doesn’t exist. You can fix it by adding in local variables and only returning their resulting information. These local values are defaulted to false and will only return to true if your evaluation passes. Now, this exact node graph may not be what you want to do depending on your usecase but this will stop your issue.