Error Blueprint Runtime Error: Accessed None trying to read property

It was working fine and now its giving me these errors and not attaching the gun to my hand socket its just below the player model? I have no clue how to solve this does anyone have any ideas?

Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue from function: ‘GiveDefaultWeapons’ from node: Attach to Owner Hand in graph: GiveDefaultWeapons in object: PlayerMaleThirdPersonCharacter
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue from function: ‘GiveDefaultWeapons’ from node: Set Owning Pawn in graph: GiveDefaultWeapons in object: PlayerMaleThirdPersonCharacter
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue from function: ‘GiveDefaultWeapons’ from node: Attach to Owner Hand in graph: GiveDefaultWeapons in object: PlayerMaleThirdPersonCharacter
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue from function: ‘GiveDefaultWeapons’ from node: Set Owning Pawn in graph: GiveDefaultWeapons in object: PlayerMaleThirdPersonCharacter
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue from function: ‘GiveDefaultWeapons’ from node: Attach to Owner Hand in graph: GiveDefaultWeapons in object: PlayerMaleThirdPersonCharacter
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue from function: ‘GiveDefaultWeapons’ from node: Set Owning Pawn in graph: GiveDefaultWeapons in object: PlayerMaleThirdPersonCharacter

It’s kind of hard to tell, but all those Access Nones == Null Values. So somehow you are not getting those references correctly.

I’m doing the same thing and getting the same error, did you ever solve this?

A lot of errors here actually.
First, you make a Switch on Authority, then you connect both to the same next node. This doesn’t make any sense. Especially that you should make sure that spawning an actor only happens on the Server (authority).
Second, you spawn multiple actors, but Attach to Owner Hand runs only once, and all the other objects would just stay at your feet anyway.
Third, are you sure that every item in the Default Weapons array are WeaponMasterBP classes or children of it?
Fourth, if the answer to 3rd was yes, then still try to put a CastTo WeaponMasterBP between the two nodes. I think the Spawn node give back a general Actor reference, if the class is given dinamically, and you can’t call that event on a general Actor reference.

Agree with CrimsonHawk 100%…You simply shouldn’t connect both outputs to the same node. I’d recommend also placing a Cast to WeaponsMasterBP between to ensure the variable is called earlier.

You may want to re-create this blueprint in my opinion.

I did this same tutorial. You have to remove that “Give default weapons” function from the construction script. It’s trying to give weapons that do not exist yet. Add it to begin play, and remove it from construction script.