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Troubleshooting & FAQ

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Common questions and solutions when working with AutoMember.

Troubleshooting & FAQ

Here are quick solutions for common questions and issues when using AutoMember.

Frequently Asked Questions#

What happens if the target object doesn't have the selected function?#

In Dynamic Mode, AutoMember will safely skip the call and print a clear warning to your Output Log identifying the missing function and target object. Your game will never crash.

Do I need to re-cast every time the target changes?#

No. Any object pointer can be wired directly into the Target pin. Whether it's an Actor, Pawn, Player Controller, or Actor Component, AutoMember handles validation automatically.

My newly created Blueprint function doesn't show in the picker?#

Click the Refresh icon in the top-right corner of the Member Picker. AutoMember will re-index your project Blueprints immediately.

Common Issues & Solutions#

Node shows a red warning or disconnected pin#

  • Cause: The original function signature in the target Blueprint was changed (such as adding or removing a parameter).
  • Fix: Right-click the AutoMember node and click Refresh Nodes, or double-click to re-select the function.

Pins are hidden on pure functions#

  • Explanation: In Unreal Engine, pure calculation functions do not use white execution pins. When you select a pure function, AutoMember automatically switches to a pure node layout.