as the title says, my ability system component is returning null. Here’s how i have it set up in cpp and where i try to call it on blueprints.
I have a small update?
when I run that snippet of code in the constructor, i always get yas. However, running it in beginplay always returns no.
I don’t know if you still have this problem, I had it and just solved it. My case happened because I changed the class of my AttributeSystemComponent. So it seems that it tried to deserialize the previous ASC over the current one resulting in a null ASC.
The way I solved it was to change the parent class of the offending bp, compile the blueprint, then change the parent back, compile again, problem solved.
Hope that helps.
I also had a valid asc outside of begin play as well so thanks for this, the fix was the same for me. To reparent/compile/save/reparent/compile/save/run. I now have a valid reference to my controller in player state again.
Still Happening on UE 5.5 - After reparent fix and restart de project the issue comes back
My solution: Remove UPROPERTY() to the especific c++ variable.