My actor is always Null when spawning an emitter. The emitter is supposed to spawn at the location of the actor, but it is always set as null.
It is going through a for each loop and being set to a different actor at the beginning of each loop.
Along the way, other nodes use the actor variable successfully, but always, when it gets to the Emitter node it is read as null. It is being unset after the loop is complete.
I have tried adding a cast to node to act as a sort of ‘signal boost,’ but to no avail.
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https://answers.unrealengine.com/que…omes-null.html
Edit: Okay so it was being unset after the loop had completed. I removed it and it started working again. Weird because I had tried adding a delay of 0.2 seconds to after it was completed. It was either too short of a delay, or there is a bug with For Each Loops executing the completed tasks before finishing the loop.
Edit 2: The actor pointer is de-referenced before the loop is complete.
At first I just had everything connected to the actor pointer coming from the for each loop itself (from an array of actors) and was having that error. Then I added a variable to hold the pointer, but made the mistake of trying to clear it when the loop was completed. I removed where I had set it to none after it had completed and it began working finally.
I totally still consider this a bug though. I think Epic should fix this. The loop shouldn’t de-reference the actor or run the next loop until the current loop is complete.