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I have it so that when the character collides with a pushable mesh, it casts to her blueprint and sets ispushing to true, and in her Animation Blueprint, it again casts to her blueprint and sets ispushing? to true. I did this code exactly the same before and it worked, but then the program crashed and I had to redo it. Movable obgect collision nodesHer ABP casting to her bpHer generic states

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  • \$\begingroup\$ Have you checked your casts are working? Plug a print string into each of the cast fails just to make sure that's not the problem. \$\endgroup\$ – Stephen Jan 11 at 9:09
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It ended up being a general computer error. I moved the progect over to another computer and it worked there, so if anyone is having similar problems, ask to borrow someone else's computer.

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