In my project, I currently have two separate levels - one for making and testing blueprints, and a whitebox that the final blueprints should be placed in. I have made automatic sliding door blueprints in the testing one which work perfectly fine in the whitebox too, but my interactable Bounty Board blueprint just refuses to work. I haven’t touched either level blueprints and the Bounty Board blueprint remains exactly the same so I don’t understand why this doesn’t work.
Does anyone have any solutions or troubleshooting ideas to help me at least find the problem?
Does your Bounty Board reference any specific object that reside in the level?
Perhaps it’s internal reference variables is now empty in the new level.
Most likely an array of door bp’s that are now empty in the new instance that needs to be filled by hand if you are not gathering by class at begin play.
Are you sure bounties l m r exist while they are being referenced?
Actor spawning does not have a set order. Perhaps the begin play is firing before they are spawned into the world.
It would be best if they register themselves with the board once spawned, then ony trigger the logic once all 3 let the board know they are in the level.
Alternatively you can do a check for them intermittently and carry out the logic once all 3 are present.
Debug, F9 and F10 along with print strings can visually narrow down the problem.
Seeing that you are calling “Get Player Character” on begin play, you cannot be a 100% certain that the player has spawned before the bounty board.
Do an is valid check before any further logic and add a print string if the logic fails.
If the failure occurs and the player is missing then you need to rewrite you board init logic to account for the missing player and deffer that logic until the player is present.