Getting "Accessed None" error and I'm not sure what the cause is
Hi all, I'm trying to create a small sliding puzzle game from the puzzle template and I already succeeded into making the game works using blueprints, although they are not very clean and still need some work. The problem is every time I run my game I'm getting arround 140 of these "Accessed None" error which I think doesn't even point me into the right direction and I'm not sure what the source of my problem is. If I click on one of the actors on the screen before the errors appear on the log and actor disappear, If I wait then the game works correctly. I'm adding screenshots of the errors and my main game logic. I hope someone can help me find the cause for these errors or at least show me a good way to find it.
Thanks in advance,
ok, so I finally found the cause to the problem, I was hoping that someone could explain to me why it behaves the way it does, perhaps its another bug? so if you look at the clickLogic 1 and 2 screenshots you will see that I have a timeline I use for moving the blocks after they are clicked, this happens on a custom event sent from the block's touch handler. The problem was that I set the timeline to autoplay which made it start without the event being called and thus running the set Actor Location on a None Actor.
I'm not sure what Autoplay was supposed to do in this situation but it makes the bug in my blueprints really hard to track down.
Does someone have a good explanation?
answered Jan 22 '15 at 02:35 PM
It means you tried to use a variable or argument and it hadn't been initialized to anything. You can try clicking on the link in the message log and it usually (but not always) will take you to the place in your blueprints where it happened. Otherwise you will just need to use the debugger to track it down. Look for a get node followed by a function call or another get that links off of it where the first get returned a None.
If any Epic staff are reading this, please add a feature request to add an option to break in the debugger whenever this happens.
answered Jan 22 '15 at 12:04 PM
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