Snappy Roads Blueprint Tool: Announce and Support Thread

Howdy!

Love the plugin, however. when packaging my game I keep getting this error.

LogInit: Display: LogScript: Warning: Script Msg: Divide by zero: Divide_DoubleDouble
LogInit: Display: LogScript: Warning: Script Msg called by: BP_Intersection_C /Game/VehicleTemplate/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.BP_Intersection_C_UAID_74563C46DA1DDCDA01_1806049745
LogInit: Display: LogScript: Warning: Accessed None trying to read property CallFunc_Array_Get_Item_2
BP_Intersection_C /Game/VehicleTemplate/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.BP_Intersection_C_UAID_74563C46DA1DDCDA01_1806049745
Function /Game/SnappyRoads/Blueprints/BP_Intersection.BP_Intersection_C:ExecuteUbergraph_BP_Intersection:07B2
LogInit: Display: NOTE: Only first 50 warnings displayed.
LogInit: Display:
LogInit: Display: Failure - 3 error(s), 95 warning(s)
LogInit: Display:
Execution of commandlet took: 17m 19s (1039.78 seconds)
LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
LogStaticMesh: Abandoning remaining async distance field tasks for shutdown
LogStaticMesh: Abandoning remaining async card representation tasks for shutdown
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogLevelSequenceEditor: LevelSequenceEditor subsystem deinitialized.
LogGameFeatures: Shutting down game features subsystem
LogExit: Preparing to exit.
LogUObjectHash: Compacting FUObjectHashTables data took 1.33ms
LogDemo: Cleaned up 0 splitscreen connections, owner deletion: enabled
LogExit: Editor shut down
LogExit: Object subsystem successfully closed.

Not sure why this is. Any help would be greatly appreciated! Thanks!