I was working on a new project and decided to just copy-paste my options system from my previous game, as making save games and UIs is hard, but I’m having a weird issue of my casts always failing. No error or warning appears, it simply executes the “Cast failed” pin.
This is 1:1 copy from the previous project, in which this worked perfectly fine.
This happens in all my blueprints, not only the player one.
Anyone knows how I can salvage this?
hi @V_vix
If the cast is failing then there is one of 2 things. there is nothing there to cast to “None” or the BP_GameSettings is not of the correct type or child of the correct type.
after loading your game slot try sending it to a print node from the object pin see what value it gives you. normally it will return the object name.
Also, did you import the BP_GameSettings blueprint into your new project also? if its missing then it will fail.
Makes sense. I tried to plug it to print text, but didn’t thought to use a string instead.
The print function gives back nothing. Print is connected, but no text appears, like if it was null or something.
Yup. I used Migrate function, so all references are intact
Apparently, I cannot create a save file either. Using a branch, it always returns a false value on save attempts