Accessed none everywhere in level blueprint

Hi, I’m getting a bunch of Accessed None in my level blueprint (just shown in the editor log when replicating, setting “Number of clients” to 2, none when set to 1), so I’m thinking I must be doing something wrong in many places, I mean, I can correct many of them individually pretty easily if checking the error logs, but I’m interested to see if someone can give me general tips for avoiding Accessed Nones based on this parts of my level blueprints, both images show functions with Accessed None reported, it’s surprising to see how in the first picture when unplugging one of the last functions connections the previous function appears in the Accessed None report (and this happens even after unplugging many).

The Delay comes from Begin Play event. The aim of the first image is to set a camera placed in the level as the controller’s camera and the aim of the second image is to spawn a second character and give control to it to a second player. Currently, when replication, I’ve only achieved that the second character looks up and down, but that’s something to show it’s beggning to work (everythinh else possibly prevented by accessed none). The first character works as expected (as when “Number of clients” is 1).

This is causing no crash but makes so many stuff available with “Number of clients” set to 1 is just not working.

Based on those images, I would get it’s because you’re assuming that GetPlayerCharacter is returning a good value. If you don’t have a player character currently spawned it’s not going to work. You should add IsValid checks, to see if the object returned is valid. You can try adding them wherever you’re suspicious.

One thing that can help track them down is to enable “blueprint break on exceptions” in the Experimental section of editor preferences. That will cause a blueprint breakpoint whenever it hits an access none. You should be able to figure out what’s going on from there

Thanks for that information, Ben. I’ve activated that experimental feature, I’ve used “Is valid” filter (both the controller and the spawned second character were valid), and I’ve changed a bit the graph because I was getting a yellow “!” indication in the last part, in the Possess part. After the changes the second player has gained some input power, meaning that possibly I’ve corrected stuff to make “Enable Input” to work.

However I’m still getting this message about “Enable Input”: Error Accessed None ‘CallFunc_GetPlayerCharacter_ReturnValue’ from node Enable Input in blueprint PersistentLevel_LevelScript

Do you know what might be causing an Accessed None here now (see image, please)? The “blueprint break on exceptions” features isn’t marking problematic funcions calls and the is valid filters as valid the involved variables.

Solved, I’ve filtered with “Is valid” all the “Get Player Character” over my graph and now I’m not having any Accessed None warning from the level blueprint; in the last image although it was filtered later I could only prevent the warning/error if filtering before spawning the second character too.