When checking if we got an acceptable actor I inadvertently bypassed a step and simply wrote
if (GetAcceptableActor() != nullptr) {
Mover->SetShouldMove(true)
}
As opposed to first creating a new pointer:
AActor* Actor = GetAcceptableActor();
and using that to check if its a nullptr
This ended up crashing unreal until I was able to figure out where my code differed, but I’m curious why this is? As I read through the code I see GetAcceptableActor() returning AActor* Actor, but clearly this is not what is actually being returned