Branch accessed none?

your second image doesn’t show the error, where are those vectors coming from?

access none means you are using a reference variable without setting its value. to avoid these errors, you should always us an IsValid node whenever you are using a function or variable belonging to an object reference (light blue pins).

for some reason i am having this error with this ai blueprint child where it gives this when the branch isnt accsessing any such function

ok
ill provide the other half of the blueprint

if you add IsValid nodes where you use the light blue pins, it should stop the errors, then you have to find out why the TargetToFollow variable is null.

i have done this it comes back valid it dosnt help at all, for some reason the Behavior Tree is spamming the agro check blueprint posted below

can anybody help?

Hi ,

Please do not bump threads that have not gone unanswered for 4 or more days, this clutters the answerhub and makes it difficult to help anyone.

Try adding a “finish execute” node on both of your branches. When doing any tasks with behavior trees, you should make sure that the execution finishes as well or errors may occur.

oh sorry, but i did that but the problem is with the finish execute function it is accessing something that apparently doesn’t exist for unknown reasons

is it giving you a specific error? What does that error say if so?

Hi ,

We have not heard from you in quite some time. I am marking this thread as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

i have already shown it in the pictures

i am still getting the error and this has gone unresolved

Can you send me a copy of the project this is occurring in, I’d be happy to take a look. If it is like other access “none” errors, there is a known issue that is currently under investigation.

i can send you a copy but how can i do this and also the game project is big about i think 4GB

i could send you a copy of the blueprints and blueprints as well as the assets it need for those blueprints to you and that would remove most of the storage requirement

Hi ,

If you put the project in a . and upload it to a dedicated FTP server then share the link I can take a look that way. Additionally if you want to just send the blueprints that should be fine, however make sure that you include any blueprints that are necessary to reproduce the error on my end. Thank you!

alright then ill be giving you the link soon

i have uploaded the blueprint and files needed for it to onedrive im providing the link to it:
https://onedrive.live.com/redir?resid=FD0B32EEBBAC3BFB!17722&authkey=!AMLhAkfs2Tszcw4&ithint=folder%2Cuasset

https://onedrive.live.com/redir?resid=FD0B32EEBBAC3BFB!17705&authkey=!AEMaTNo1cZcBeQA&ithint=folder%2Cuasset

Hi ,

Unfortunately, when I open any of your blueprints the only error I am receiving is that “get controlled pawn” is returning none, which is expected as no pawn is being fed into the node (on my end the variables are all disconnected). What specifically are you seeing on your end?

the error i gave in the original description