I am attempting to move my plugin from UE 5.5 to UE 5.6. With the update I am getting lots of “Blueprint Runtime Error: “Accessed None trying to read (real) property CallFunc_Array_Get_Item in not an UClass”. Node:…” errors.
So far my google-fu and debugging hasn’t turned up any reason for why this is mysteriously occurring… BUT I suspect it as something to do with the use of adding ActorComponents in a Blueprint (either in the component window or via AddChildActorComponent). I fixed one migration to UE issue in a different plugin by spawning the actor and attaching it… I didn’t pay super close attention to the error but it was wonky and may very well have been the same as this one.
For my other more complicated plugin, the blueprints are too complicated to share but there isn’t anything crazy going on. If I remove the execution line in the image then the error in the widget actor implementing this doesn’t throw an error (but of course no longer works). I still have similar errors being thrown elsewhere. and I’m really just looking to see if there is a general fix that people have found… The actors in question are those added in a component window.
Is there some known bug with actor components in blueprints that was introduced in UE 5.6?
Update:
Some of my issues may actually be related to the Construction node. It seems that often the logic there gets thrown away or ignored when I play the level… Moving logic to BeginPlay is starting to fix things… Smells like a bug to me O_O
