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The Actor returns None when the target system is referenced in the animation blueprint #40

@Phytilo

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@Phytilo

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In the animation blueprint, when making a rope to grab the enemy in front of the character, the use of this plugin to get the nearest target to the character was wrong. In the game test, the target was successfully locked, but the target did not reach the character immediately, the UE reported the error: "No access" is trying to read the attribute CallFunc_GetLockedOnTargetActor_ReturnValue_1, self-checked several times to determine that there is no problem with blueprint production, I suspect it is a bug in the plugin.
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