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
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.