Hi Rudy, sorry for the wait.
A) Yes, I have it occuring in one of my regular projects and occurring in a Udemy Unreal project video tutorial series.
B) Detailed list of steps, but does not matter in which order, its always pulling a connection from a node and dragging it somewhere.
- This always begins in Blueprint. In this instance it was a behavior tree task blueprint.
- I had the following set up in this blueprint which caused no issues:
- I had deleted the SetFocalPoint node and placed a SetFocus node, then removing “Get Blackboard Value As Vector” and changed it to “Get Blackboard Value As Actor”.
- I started hooking everything up and once I got to this point in the following picture, I got the error in the headline. I had a node held with a mouse click and I missed the socket, I think I double clicked or something and then the crash occured. But this always, always happens while I’m currently dragging a node from one place to another.
C) The only code I’m using is a Patrol script to set waypoint actors for the AI to walk to and from. The following is PatrolRoute.cpp:
// Fill out your copyright notice in the Description page of Project Settings.
#include "S05_TestingGrounds.h"
#include "PatrolRoute.h"
TArray<AActor*> UPatrolRoute::GetPatrolPoints() const
{
return PatrolPoints;
}
Here is PatrolRoute.h:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Components/ActorComponent.h"
#include "PatrolRoute.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class S05_TESTINGGROUNDS_API UPatrolRoute : public UActorComponent
{
GENERATED_BODY()
public:
TArray<AActor*> GetPatrolPoints() const;
private:
UPROPERTY(EditInstanceOnly, Category = "Patrol Route")
TArray<AActor*> PatrolPoints;
};
D) DxDiag is attached.[link text][3]
I will also note that this isn’t restricted just to what blueprint you see on the screen, it can happen in any blueprint when I’m simply dragging a node connection from one place to another.