This is a general question/advice that I am guessing a lot of people will start to ask themselves when you have been making and testing a lot of objects.
Sometimes say, a hitbox might be triggered while the actor is pending destruction. This type of situation will result in a error message saying something to the effect of the reference is not valid. So, a kind of glitch in your script.
This is easy to fix, in this example to disable the hitboxes.
Now, the question is really: Are these petty errors with known causes, with no real concequences for the gameplay really needed to be dealt with? Will they have any penality vs spending time making the script/blueprint 100% secure for all eventualities?
so you want to publish a unfinished game then. fixing the issues with your game is part of the dev process. also just think if theres error messages that means theres a issue with a known cause, but what other kinds of issues are there that may not be caught by the engine or may occur due to specific hardware or software combinations. you should try to give the best product possible to your customer. that said this is just my opinion on the matter and there is some niche cases where the editor comes up with an error when things are working correctly so its all up to you.
Well, that is kind of the question really, if it actually matters or not (or makes the game unfinished as you say). I am not asking to be sloppy, just to know to what extent some error-messages is more to inform me of a situation the game-engine nonetheless handles for me. (As non-valid references and such).
When testing the game it obviously runs stable, only gives the error-messages when quitting.
The situation:
Wire up many extra nodes in blueprint to catch all gremlins vs accept some error that I understand is not critical.
An small script which may generate som non-references or a larger more bulletproof script.
Well, I hope I am able to convey this dilemma! I understand the professional or ideal answer is probably catch-them-all, but time is also a finite resource.
I think understand what you mean OP… because I had the exact same question. Not because I want to be sloppy or lazy. I always try to fix any little thing I can. But I think you are basically just asking, do these ‘petty’ errors cause hits in performance at all? Is that correct? I am wondering just for the sake of knowledge.
You see some AAA games with bad bugs and glitches and I’m wondering if they get released with some of these petty errors if they are on a deadline or something for example. Again, I’m just really curious.