So I have an error in my log like this:
[2014.12.19-04.30.55:373][454]LogScript:Warning:
Accessed None ‘DemonChar’
Demon_AnimBP_C
/Engine/Transient.SkeletalMeshComponent_11:Demon_AnimBP_C_5
Function
/Game/Demon/Blueprints/Demon_AnimBP.Demon_AnimBP_C:ExecuteUbergraph_Demon_AnimBP:05E4
Now I’m assuming that the “05E4” portion of this message is the actual node in the blueprint graph that’s calling the error. How can I figure out which node it’s talking about using this identifier code? I can’t seem to find any way to search or locate that information in the blueprint editor. Is this something that just isn’t implemented and if not, would it be something you would consider adding?
I have one other question. I’m also getting these types of errors:
[2014.12.19-04.34.05:569][872]LogCharacterMovement: Demon_AI_Char2_C_0 is stuck and failed
to move!
I can’t figure out how the engine knows this is the case because it seems that as long as my AI is actually on the navmesh, even if he can’t move, the AIMoveTo node is always outputting off of the “Success” node. It doesn’t seem to fire the “Failed” node unless he’s off the navmesh entirely.
Basically my game is crashing periodically and I’m having the darndest time tracking down what’s causing it. I’ve added as many “isValid” checks and outs for failed casts that I can must but it persists.