Spawn Actor returns NONE in message log, works anyway

Absolutely. It looks like anytime I call the reference set from the return, it’ll also give me the same error in the message log.

Hi all! Another very possibly rookie question, but it’s driving me nuts and the various threads don’t seem to be addressing what I’m seeing.

I’m using a “Spawn Actor From Class” node to spawn a droppable bomb, then attaching it to the character carrying it. When I run it, all seems to be well except that the message log keeps telling me that the Spawn node returns none every time it is called. I’ve put failsafes in place to print text on any failed cast or in the event that the return of that Spawn node is actually invalid, but no indications of any failures so far other than a lingering message in the log that seems to be an error.

I suppose I could go back to using the child actor component for this if need be, but I’m still curious about this either way. Any information would be helpful. Cheers!

Can you post screenshots of your blueprints please?

Quick update. After a bit of experimentation, I’ve found that it is only when the return value of the spawn node is called that I get the error in the log. When checking the actual value of the return pin, it contains a reference to the correct actor and the actor does spawn and attach properly. So again, it would seem that this may be a bug. The node is working and all other associated behavior is correct, just keep getting an error message for no apparent reason. Possible bug report?

Bumping for visibility. Same issue, same spot, UE 4.11.

I’ve found that the cast was unnecessary for my purposes and have cleaned up the relevant section of the BP, but every time I spawn the actor I get 2 error messages in the log for the actor reference return node on the spawn accessing none. Again, behavior is correct (actor spawns and attaches as intended, reference var sets with actor ref) with error messages logged that would seem to indicate that it shouldn’t work at all.

Anyone else having this issue or seen it before? Am I missing something basic about that return pin?

log messages and BP attached.

I introduced a very small delay prior to spawning my “bomb” actor and that eliminated the error messages. My guess is that since the actor spawning the bomb is a spawned actor itself and was spawning the bomb right after being spawned itself (whew), there just needed to be a second to tick before trying to call that ref. Oddly, when I introduced this minor change, the transform of the spawn went from being a world absolute to a relative transform based on the position of the actor spawning the bomb. Actually very cool because it requires less math to put the thing where I want it, just thought I’d mention that. BP attached and problem solved. YAY!