I’m getting the following error the first time one of my spawned blueprint instances collides with something:
LogOutputDevice: Warning: Script Stack (1 frames) :
/Game/Player/BP_LaserBolt.BP_LaserBolt_C.BndEvt__BP_LaserBolt_Box_K2Node_ComponentBoundEvent_1_ComponentHitSignature__DelegateSignature
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.039 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: NewObject->IsA(this->GeneratedClass) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Blueprint.cpp] [Line: 875]
LogOutputDevice: Error: Type mismatch: Expected BP_LaserBolt_C, Found REINST_BP_LaserBolt_C_154
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffce7a6d318 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffce2bbc3c9 UnrealEditor-UnrealEd.dll!UnknownFunction []
I have a blueprint of a laser bolt which uses ProjectileMovement and a long slim Box collider. (The reason is that I want it to move in local X direction, but the collision component needs to be the root, and the cylinder collider points up in Z instead.)
What is this REINST_ business, and why does it make a class assertion fail? My spawning is super simple:
Just offset it forward from the spawn locator, so it doesn’t collide with the object that spawns it, and let it run.
