This happens on begin play in the parent pawn class. Child actor gives out nothing and it loops endlessly. As you can see the Grabbing Handler actor clearly exists.
When the child blueprint of the pawn is used this bug is happening. If however no child bp is used and instead the parent base class is used as the player pawn the bug is not happening.
Edit. Doing that in the child BP does not work either!
For some reason UE4 decided to put some actor class in here that does not exist (in the child BP). It always says Placeholder in the front, this is just of a different actor because I already fixed it for the Grabbing Handler actor.
Turns out that does not fix it because UE4 breaks it every [redacted] time I restart the editor again! It just puts the non existent PLACERHOLDER class back in there.
Casting is made to communicate between different blueprints, you shouldn’t need to cast to the GrabbingHandler child component because it is contained inside of that blueprint and you can get a direct reference.
Here is some more info explaining casting in greater detail.
It’s also good practice to not have the Failed execute looping back into itself. If you need to repeatedly attempt to cast until it succeeds, I suggest casing on a timer, anim update, etc.
No, casting is required and it is broken! This is a actor inside a actor which you can also see on this Parent/Child symbol in the Components tab, a Child Actor. Here you can see it black on white: Trying it with the child actor:
Trying it with the Child Actor Component Reference:
That with the failed cast is just on begin play, I just do that like in the content examples. Often it is not clear what is initialized first.
We’re not seeing the same behavior on our end. Would you please create a simplified test project showcasing this behavior, upload it to Dropbox and provide a link so we can download it? If you’d like to share it privately you can PM it to me on the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint