and this is where the error takes me to
If you add a Delay of 2s here, does it still generate errors?
and this is where the error takes me to
If you add a Delay of 2s here, does it still generate errors?
oh wow that works!
May I ask why adding a delay here makes it work?
Is it because its trying get GenerateNamesRef because its even spawned and set?
Really? I love UE but sometimes I hate it, too. This is nasty. ![]()
Sorry for the grilling.
I really appreciate it!
And no need to apologise, I am here to learn and you have taught me a lot
Trying to wrap my head around it. The Delay is just a temporary solution. This needs fixing in a different way.
Okay, so not a final fix but more like a temporary band-aid?
It does seem like it needs a little time for the everything to be set in game mode BP, before this can call on it
Precisely.
Try it like this instead:
Right click the reference and convert it to a validated Get, plug the converted node above. And then remove the delay.
Sure I can give it a try!
Though I am actually going to Bed now (1am in Japan)
So I will give this a try on my lunch break and post the results here
So I followed what you suggested, and it works! This is how it is in my blueprints now, thank you for the help!
Btw, last time I had to work around this issue - I used a single Begin Play for the entire game (bar dynamically spawned actors later on).
I first prepped all stuff that was needed upfront and only then broadcasted readiness to all other dependable entities - a fake Begin Play custom event. One foolproof way to do it is to implement an interface on all dependent entities and fire a message once you know critical stuff has been spawned:

While using a Delay may seem to work, it is a pretty disappointing solution. What you said - imagine the game needs to wait a wee bit longer to fetch data from the mechanical drive, or the end user (or dev) has a
-grade-
, or whatever other myriad of mysterious processes there could be happening under to hood… and the whole thing stops working.
This is not a new issue, it’s been plaguing the engine since I remember. It just does not manifest that often. What’s more, there are two paths that can mess things up - the BeginPlay order is not really guaranteed and differs for PIE vs Standalone.