Access None - Blueprint structures and UMG

So here is the simple part of it.

I’ve got what I’ll call an inventory of craftable objects. I’ve made a blueprint structure to house the information Which reads like this:

The name of the item
The level as an integer of the item
The number of recipe items or ingredients in the recipe as an integer
And the names of the ingredients as a name array

Now I’ve made another structure as an array holding the above information, kind of like a multidimentional array but not. I’ve used this array - which would look like several items containing multiples of the information above - in a blueprint to act as a database with all of the creatable objects in my game.

Now, in my interface editor, I have a ‘collection’ GUI that lets the user see everything that is creatable. It generates an Icon with the item name and what is required to craft it. I’ve tried to cast, created functions and still I get access none errors.

[Name, Level, Ingredient count, Ingredient names]

into

[One Item]

variables filled in

[Blueprint]

and information reported back to

[UI]

I can post a pic or set of pics, but its pretty simple to recreate.

Am I being completely newb-ish here? Several things I’ve changed but can’t seem to set correctly still. I’ve divided more UMG objects so that I can inject information earlier in the process. It makes the event graphs cleaner and runs smoother for me.

Now as for the access none - it is telling me my blueprint contains no information. So how do I go about setting up information in a blueprint that can be read and interpreted by the user through UMG - as in an inventory - for example. Still cant warp my head around what I’m doing wrong. I need constants here, globals. Why are globals not a standard in UE - don’t answer that… answer the access none problem lol. :smiley: Getting back to it