How was this solved? Removing the castTo node did not work when plugging the two surrounding nodes together. Creating new references did not solve it either.
Hey -
This issue was solved by turning off an experimental feature in the Engine Settings ( “Use new blueprint menuing system”). From what I can find this feature is no longer in the Engine Settings, if you are having issues with casting from one blueprint to another then it may be best to create a new post with any information that would help us investigate or reproduce your specific issue.
Cheers
If your objective is to loop spawn an actor or static mesh component, check the answer here: How to add a for loop to this? - Audio - Epic Developer Community Forums
Don’t anything but the answer as it may confuse you, but simply using spawnActor and Event Tick you can accomplish anything with a spawnActor node. Just spawn this code inside the Level Blueprint!!