I don’t understand why its finding none on an object that was just created and set to a reference, can anyone help with this?
Its getting all the prints out just fine, just when i close the instance i get the found none when trying to access current fighter errors
adding more prints and experimenting it seems its finding none for any variable in the player fighter class even right out of the spawn actor return node. is the spawn actor node broken?
there is no locations at the moment just menus, i disabled collisions and there is no movement component attached since they are just data containers at the moment. it wouldn’t let me spawn it if i didn’t open the transform structure which is why its open and set to 0,0,0
The player controller has an array of 6 save files 0-5, in the beginning it checks to see if save slots exist for each index in the array and if not creates the save files then populates the data with the default fighter stats. if save slots do exist, its supposed to load slot 0 which is the default slot. then create its own fighter pawn and copy the stats from save slot 0 onto the pawn the controller has created.
the pawn has a contruction script which gives it a default name and default values for a few other integer stats, then creates 3 actor components, fills them out and adds them to an array for itself.
it does not seem to be recognizing either the default values its supposed to give itself or the values i try to assign after its created.
Does it refuse to instatiate this class, or any actor class? How about a brand new actor with nothing in it? At least you’ll known what to investigate next.
it was able to utilize the default one spawned by the game, it just seems to have issues when i call the spawn. I’ve rewritten this like 3 times trying to understand saving and loading. it was working until i started trying to spawn extra pawns and change which pawn was being possessed