Mike Roberts
Mike Roberts
The correct behavior in this case is arguably to do nothing. Alternatively, if we do want to load a map in this case, we need to handle it more carefully...
Here is an example. ``` LogScript: Warning: Accessed None trying to read property CallFunc_GetActorOfClass_ReturnValue BP_SwitchShadersHumans_C /Game/Scenes/warehouse_0000/Maps/Levels/Lights_04_area.Lights_04_area:PersistentLevel.BP_SwitchShadersHumans_2 Function /Game/Scenes/warehouse_0000/Meshes/Blueprints/BP_SwitchShadersHumans.BP_SwitchShadersHumans_C:ChangeLighting:041A LogScript: Warning: Script call stack: Function /Game/Scenes/warehouse_0000/Meshes/Blueprints/BP_SwitchShadersHumans.BP_SwitchShadersHumans_C:ReceiveBeginPlay Function /Game/Scenes/warehouse_0000/Meshes/Blueprints/BP_SwitchShadersHumans.BP_SwitchShadersHumans_C:ExecuteUbergraph_BP_SwitchShadersHumans Function /Game/Scenes/warehouse_0000/Meshes/Blueprints/BP_SwitchShadersHumans.BP_SwitchShadersHumans_C:ChangeToVulkanSettings Function...
For example, there are some warnings when building PAK files for `kujiale_0000`: ``` F:\code\github\spear\cpp\unreal_projects\SpearSim\Content\Shared\Koolab\Robot\ThirdPersonBP\ThirdPersonCharacter.uasset: [Compiler] InputAction Event references unknown Action 'ResetVR' for InputAction ResetVR ``` And for `warehouse_0000`: ``` LogBlueprint:...