Hi there guys,
just some pseudo code to explain the issue:
MyClass.cpp:
MyClass::BeginPlay()
{
SpawnedActor = (ASpawnedActor*) GetWorld()->SpawnActor( ASpawnedActor::StaticClass(), Location );
}
void MyClass::v_CalledFromBlueprint()
{
SpawnedActor->Move();
}
Now the issue is that the SpawnedActor is not valid in the function MyClass::v_CalledFromBlueprint().
It’s valid when i log it in OnTick but somehow null when the function v_CalledFromBlueprint is executed.
Just some background info:
I’ve set up a UMG-Widget for EdgeScrolling, once the mouse is over the UMG i call MyClass::v_CalledFromBlueprint() with the enum of the widget under the cursor.
In the function v_CalledFromBlueprint() i’ like to the execute the Move Function which is implemented inside a MovementComponent of MyClass.
Does anyone have a clue why the spawned Actor is not valid inside the BlueprintCallable function?
Edit: Added tags