Quick answer: Define a Blueprint Interface, implement it on the target actors, and call the interface message so the caller needs no reference to the concrete class.

Every Cast To node creates a hard reference that pulls the target asset into memory. Calling through a Blueprint Interface removes that dependency. Here is how to switch.

How to fix it

1. Create a Blueprint Interface

Add a Blueprint Interface asset and declare the functions you need (for example OnInteract). Interfaces carry no implementation, so referencing them costs almost nothing in memory.

2. Implement it on the targets

On each actor that should respond, add the interface under Class Settings and implement the event. Different classes can respond differently to the same message.

3. Call the message, not the cast

Replace Cast To BP_Door with the interface call node (it accepts any Actor). The call no-ops on actors that do not implement it, so you skip the cast and the hard reference entirely.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.