If you read the error one piece at a time you will understand it (it took me a while to read them and understand them).
Accessed None trying to read property box-u-dead
This tells you you’re code is accessing a variable called “box-u-dead” that is currently NULL (none) and treating it like an object because somewhere else you are expecting it to be an object, like an Actor reference.
from function: ‘ExecuteUbergraph_BOX-G-UP-DEAD’
Do you have an object, function or event called BOX-G-UP-Dead? Because it’s within that object/function/event where this error is happening.
from node: AddActorLocalOffset
So the blueprint function you are calling that’s accessing this variable at the time it’s NULL/NONE is the AddActorLocalOffset node and this call is triggering this error.
in graph: EventGraph
Within your BOX-G-UP-DEAD Actor you have an event graph called “EventGraph”. It’s within this event graph where the error is happening.
in object: BOX-G-UP-DEAD
And again it’s within an Object/Actor called BOX-G-UP-DEAD
The solution? Before you use the variable “box-u-dead” pass it through an “IsValid?” node to make sure it’s not NONE/NULL before you use it.
Error Blueprint Runtime Error: Accessed None trying to read property box-u-dead from function: ‘ExecuteUbergraph_BOX-G-UP-DEAD’ from node: AddActorLocalOffset in graph: EventGraph in object: BOX-G-UP-DEAD with description: Accessed None trying to read property box-u-dead
i put 2 BLUEPRINTS class in level and i want him to communication and i use blueprints target to communicate its woke when i put the blueprint in level for the first time but when i put the blueprints many time he give me that error
Could you provide me with screenshots of your blueprint code and the surrounding code so I can have a better understanding of what you are trying to do?
Hello ,
I would like to stat that elitereloaded has given a good break down of the error that you are receiving. If you still need additional assistance, I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
- Can you reproduce this issue in a clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end?
- Could you provide screen shots of any other blueprints/settings that may be involved with this issue?
Thank you for the additional information. However, I will need you to answer the other question from my previous post. Could you provide a detailed list of steps so that I can reproduce this on our end. This will allow me to get a better understanding of what exactly is happening in your project.
when i want my blueprint target to target another blueprint he target my blueprint character for no reason and he dose not target the blueprint that i want to target it work in first time but when u use the blueprint many time it dose not work i think the error with engine
i did it with clean project is same error
1- i make blueprint to communication another blueprint
2- the first blueprint is box collision and on begin overlap he will open a level
3- The second blueprint is box collision and on begin overlap he will move the first blueprint by use blueprint target to communication
4- i set 2 blueprint in level and i set the target and i need to copy this 2 blueprint 20 time to set in level
5- when my blueprint character overlap The second blueprint its work for the first but when i move to another blueprint same The second blueprint sometime its dose not work sometime he target my blueprint character for no reason
After running a few tests, I am still unable to reproduce this issue on our end. Could you provide a zipped down version of the project that is experiencing this issue so that I could take a closer look?
the project size is too large to upload here
i fix it. the Problem is that the box collision Should not overlap one another u have to Separates them when they move in level.they Should not touch with each other. thanks for your time and elitereloaded