Thanks for testing this on your end I’ve done some more experiments and came to the following conclusion:
You’re right: It does **NOT **happen without the “GetAllActorsOfClass” node. In my initial test I did the repro exactly like you recommended. After that I disconnected the node instead of deleting it and the bug still showed up altough the node was disconnected. Then I created the whole setup from scratch without the node and the bug did not occur.
So I think the blueprint gets corrupted as soon as the node is plugged in and stays corrupted even if you disconnect the execution pin. Pretty strange thing.
And yep, I also can confirm that the bug happens if you use a cast node (Get Player Pawn -> Cast to FirstPersonCharacter)
[MENTION=4891][/MENTION]:
I’m just curious about the reason for this bug. Can you share some information why this happens?
Best regards,