From UTStealthVehicle.uc, line 1041
The code needs to check if BeamEmitter != None before accessing BeamEmitter.HiddenGame, not after.
I had a weird 'none' access in my new vehicle because of this. It's easy enough to work around but thought I'd point it out.
Code:
simulated function SetBeamEmitterHidden(bool bHide) { if ( WorldInfo.NetMode != NM_DedicatedServer ) { if ( BeamEmitter.HiddenGame != bHide ) { if (BeamEmitter != none) { ...
