Timeline Access None error

A timeline seems to be not valid when I try to play it back.
I use the timeline on a couple of occasions but only in one case does it give me an error.
What’s even stranger is that when the blueprint is compiled again the error disappears, but when I restart unreal it’s back again. Kind of like the disappearing struct connection bug.

I’ve tried replacing and renaming both the timeline, as well as the event triggering said timeline, without success so far.

99923-error_timeline.png

Hi there, could you plz provide us the full screenshot of your blueprint and the full warning message? Because the Timeline node alone will not be the problem :slight_smile:

Never mind, did not realize this is a Bug Report.
This might help you :slight_smile: Getting "Accessed None" error and I'm not sure what the cause is - Blueprint - Unreal Engine Forums

Yeah, sure! I don’t think it’s the logic that is the problem (because it reminds me so much of the disconnecting node bug), that’s why I didn’t include any really useful images, but I could be wrong :slight_smile:

Here is the event that contains the timeline:

Which is called here:

Which in turn is called over here (when it fails):

Thanks, but for a couple of reasons this seems like a different problem to me, though.
The timeline is not set to autoplay and the only thing that is being moved is the actor and component the timeline is contained within, so a null ref should not really be possible. Also the error points to the timeline, not the actor that is being manipulated, which is the case in the bug report you’ve linked.

I think I’ve fixed it! The actors containing the timeline are not spawned at runtime, they are placed in a level. All I had to do was open up the level and save it. After that the error was gone.

Ok, so if there is a problem with None you can try to put in a Delay before you execute the Timeline.
This changes the execution order to schedule this after everything else is ready.
Either to check for execution order problems to refactor things, or just to keep the Delay in if it works and if nothing else breaks.
I guess you do not call this all on construction of something. At least at BeginPlay or after?

Regarding your Ease function I think this will not work as intended.
You want to ease between initial and final location and not between current and final.
If you use the timeline for that, you probably want to create your own easing or even bouncing, since you got full control over your bouncing curve.

I have described this here already (Just look for a comment with a timeline screenshot)
https://answers.unrealengine.com/questions/457815/blueprint-moving-object-different-distance-each-ti.html

hope this helps :slight_smile: Marooney

I guess I am too late :wink: But i am sure you want to change your ease to get the bouncing hight or so from the timetable :slight_smile:

Oh, yeah your right about the easing! :smiley:
Thanks for the help!