Hi there,
So i’m not super proficient with unreal blueprinting. I’ve basically got a system that checks where the player is looking through a line trace and then saves whatever actor they’re currently looking at as a variable. I’d like this to do different things for different actors. I assumed a way to do this would be to give certain actors different tags and then have it react based on what tag the actor has. I threw the following blueprint together just to check if it works:
This does function when in game as intended but as soon as I exit out of the game Unreal throws the following warning at me if there is no actor currently selected when pressing G.
By default the ‘Selected Object’ variable is set to none and changes once the line trace hits an actor. As intended, when the player isn’t looking at an actor the variable is set back to ‘None’.
Is there a way to stop this warning from happening, as functionally it seems to work perfect within the game itself.
(Small note: I’ve probably done this in a way that’s far more confusing than I need to but I’m more curious to learn what’s happening here and whether there’s a solution!)