Default__Object' is of class 'Object' however property 'ComponentTags' belongs to class 'ActorComponent'

how do i fix this?

I know that the fault belongs to timeline created inside an actor component.

But sometimes it works correctly and other times it crashes.

I think the problem is in the following line. (Inside the actor component constructor).

Any way to fix it?
Thank you so much!!

ok, i tried to do it this way too.

source

But there are also problems. (Object is not packaged: TimelineComponent TimelineDesintegrate).

I have not idea

From what i see there, I would say that you are trying to get the tags of a component, but instead of been executed over a component it executes over an object class

It is a class derived from UActorComponent.
Supposedly it should work. (Source)
In fact sometimes it works… but it behaves erratically.

When I instantiate it like this:

TimelineComponent = CreateDefaultSubobject( TEXT(“TimelineDesintegrate”), true);

I can see it attached to the Owner component list which is an AActor Class.

But, I think I’m going to replace it with this function and a Timer.

Value = YScale*FMath::Sin(ElapsedTime * PI);

I think that more or less I will get the same curve and no problems.

Thank you very much for your reply.

Other option could be that the variable is empty?

No, my variables were well instantiated. There was no null pointer.

I think for some reason it’s just not possible to use a timeline from within a component. At least from a Bluprint it is not possible.

However the people in the attached post did it. Or so it seems…

Well, in my case the sine function did the job quite well. I even think it is more efficient and requires fewer resources.

But I recognize that if the curve is more complicated than the sine it can be a big disadvantage.

So I really don’t know what’s going on, but the truth is that it doesn’t work.

It’s a shame

Maybey if you add the timeline to the actor instead of the component and create a reference to it, you should be able to work with the timeline as normaly from the comp

Yes, that sure works in that way. But the point of making a component is not having to repeat code for different actors.

In fact, if the actor does know anything about the component and the component does know anything about the actor then it’s the perfect combo (it’s my point of view). So the less dependencies they have between the two, is better.

Hello i had kind of the same problem, when i did a children of a children bp and added a variable called by them, it make my editor crash. Here is the error message i got:

Assertion failed: ((UObject*)ContainerPtr)->IsA(GetOwner()) [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 714]
‘Default__REINST_SKEL_BP_BaseClothes_C_31’ is of class ‘REINST_SKEL_BP_BaseClothes_C_31’ however property ‘TriggerInteract’ belongs to class ‘SKEL_BP_BaseInteract_C’

Maybe the problem wasn’t having a child of a child blueprint and modifying a structure that was called in them, but rather compiling and saving. I no longer had this problem by removing the automatic save and manually compiling and saving the blueprints. To avoid the pain of compiling everything by hand, I simply installed the refreshallnodes plugin, which does it for me.
I didn’t see anyone respond to my problem so hope it help some of you.