#unreal spooky story time! I just figured out a bonkers problem which goes like this:
1. A UPROPERTY which was initialised in a C++ constructor was becoming NULL by the time BeginPlay() was called
2. It only happened in Blueprints that had been duplicated from other blueprints. Creating a *identical* blueprint from scratch was fine
3. The blueprints had NO CODE in them
Wanna know why? The answer is actually quite simple, and maybe you already know. But it drove me insane for a good hour.
