Lua error in engine designer

This error has been around since before al rima stable release but i waited in case it was known.

Not allowed to post the video or links soo…

ULuaValue::GetIndex Target is not type table, is type nil.
Unable to display Script Callstack. Compile with DO_BLUEPRINT_GUARD=1

This happens when running the emmissions test mode in the engine dyno, with the “fuel efficiency and emissions” graph displayed, and is triggered when choosing “none” as a overlay on the graph and then starting the test run.

Can you post the full text of the Lua error message please, or is that already the full text of the message?

Also, does this error come back if you clear it?

The error comes back if i try to close it, I have to hit the red stop button in the background to stop it from coming back, as for the message, i just pressed the copy to clipboard button and posted it as is

OK, this unfortunately points to your save database being corrupted; the only way to fix this is to delete your database, and let Automation generate you a fresh one. Here’s how you do that:

Here’s what you need to do:

Step 1 - In Steam, right-click on Automation and go to Properties. In that tab that opens up (General), click the button in the Steam Cloud tab to turn OFF cloud saves. If you have cloud saving turned off already, that’s fine; go to Step 2.

Step 2 - Go to %localappdata%\AutomationGame\Saved\UserData (copy/paste this into your taskbar search in Windows), and delete your Sandbox_241218.db file.

Step 3 - Once that’s done, Start Automation; this will re-generate an Al Rilma save database from your existing Ellisbury save database if it exists, or a fresh, empty database if it does not.

Step 4 - Exit Automation, then go back into your Properties for Automation and turn Cloud Saving back ON if it was on before. You will get a sync error prompt from Steam; choose the local option to overwrite the save files on your cloud save.

Once you’ve done that, you’ll have a fresh database either based on your old Ellisbury database, or it will be a clean, fresh database. Here’s your final step:

Step 5 - If you have exported a significant number of cars to BeamNG, Go into your BeamNG mods folder, and open up the zip files or folders for your cars; if you go into the \vehicles subfolder for each car, you will find a .car file; extract this file, and put it in your %localappdata%\AutomationGame\Saved\UserData\CarSaveImport folder. Repeat this for every car you want to re-import into Automation and once you’ve done that, start Automation. When you enter the Car Designer, it will import all of the .car files you put in your CarSaveImport folder; you might be prompted to overwrite engines and whatnot depending on if you have a copy of it in your save database already, or if one of the cars you’re importing has a copy of the same engine. What you do at this point is your call.

i tried, at step 3 there was errors when starting the game, after exiting and restarting they were gone, reinported 1 car from beam mod, and made 1 new one but problem persists on both.

Thank you for the ongoing assistance