Hi guys,
I have an enemy AI with behavior tree and BTTasks, including BTTask_Attack.
When I play the game in editor, it works fine. However, since a certain point in development, whenever I open player pawn blueprint, edit and then recompile it - game crashes upon start if the ai pawn with the behavior tree is on the map. Here is a screenshot with an assertion error and stack trace.
Seems like after recompiling player pawn blueprint, BTTask_Attack turns into TRASHCLASS. Why? What should I do to prevent that? I have tried re-making Attack task class, destroying old one. However, the new class as well turns to TRASHCLASS.