Have the same problem, anyone has a solution for that?
This was my fix. I replaced the UNIT_SPELLCAST_SENT function with this:
function Acolyte2:UNIT_SPELLCAST_SENT(arg1, arg2, arg3, arg4) self.TargetName = arg4 if (not self.TargetName or self.TargetName == "") then if UnitName("target") then self.TargetName = UnitName("target") else self.TargetName = UnitName("player") end end end
It's not 100% accurate (since you're not guaranteed to still have the same target as when the spell was cast), but it's better than nothing.