I’m having an issue with a blueprint that’s crashing the editor when deleting actors from the level.
I’m working on a VR project, and have a button that when a collision between the player is detected, a blueprint weapon is spawned. I want first tho to check if there are any references to spawned weapons in the scene and if so remove them before spawning.
My component begin overlap is plugged into a sequence node, in it’s first stage I have a Get all Actors of class, searching for references to the weapon being spawned, it’s then the destroy actors node.
In the next row of the sequence is the player detection and spawning of the weapon actor blueprint.
Individually the systems work flawlessly, however, i’m receiving an engine crash when they’re connected in a sequence.
Any ideas and suggestions would be very much appreciated.