What more do I need to do to remove Accessed None issue?

I am trying but failing at blueprint communication.

In one blueprint, I make my variables editable and give them a tooltip.

In another blueprint I create a variable that references my first blueprint, get it in the graph, pull the variable I want from it, and then connect it to it’s destination. Doesn’t work.

What am I missing?

Hey Zeustaik,

It sounds like you are trying to reference the first blueprint’s class, not a placed version of the blueprint in your level.

This section from our documentation should get you back on the right track: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html

Let us know if you are still having trouble with your implementation.

Thanks,

-Steve

So I have everything exposed properly according to the doc, but I can’t set the blueprint instance because it doesn’t show up in the details panels because none of my blueprints are in the level(they are all procedurally spawned).

What would be the best way to put blueprints into the level so I can reference them later? Do I just place one of each blueprint in the level and hide it in a corner?

If you’re spawning blueprints that you will need to reference later, you can Promote them to a variable (using the Return Value pin from the Spawn node) that you can pass between blueprints (using either Comms or a blueprint interface). Alternatively, you can use a Get All Actors of Class node to find all of the instances that are in a level and store them in an array which you can then loop through.

I am not spawning the blueprints, that is the problem.

Is there a good way to put them in the level so they stay out of the way and do not take up any performance? My camera is fixed looking down at the map, just drop them behind the camera? Would it take much memory/performance to have a large blueprint just sitting in the level only for the variables inside?

Hey, I had trouble with the same thing. I’d recommend forgetting about referencing the blueprint and casting to it instead:

Or if it’s your character:

5706-getplayerpawn.jpg

You can then drag a line out from “As My Character” and get or set any variable you want.

Okay, just to get some clarification–are the blueprints you are trying to reference just processing data within your level and aren’t being used for anything else (not an actor moving in the world, etc)?

Yes, it is a map generator blueprint that lays down the map in the level.

I am not getting Cast Options when I pull of the Get node.

Maybe I need to change the base class of my Map Generator? Don’t even remember what I set it to when I started.

I forgot to mention you need to select the blueprint you want to cast to (in this case I’ll select the MyCharacter blueprint):

5843-actorclass.jpg

Then, when you drag off get, you can just type in the name of that blueprint again and cast to it.

Does this work for you?

Funny enough I loaded up Unreal, dragged off of Get, and the menu filled with options when I typed Cast… Guess the editor/my computer just needed a good old fashioned shut-down-restart… :stuck_out_tongue:

Thanks, this will probably get the job done!