Access None in empty construction script- What's going on here?

Yeah, so I’m getting these errors every time I play in the editor. Accessed None “Player State” in an empty construction script. Has anybody else run into this and know how to fix it?

I’m getting the same thing in a function. It even happens when I copy the nodes into a new function but don’t connect them to anything (so there’s no execution in the new disconnected function). shakes head

Same Here… it is driving me crazy, The Construction Script is Empty but I get the Error: “Error Accessed None ‘CallFunc_Array_Get_Item3’ from node Construction Script in blueprint GameModeBlueprint”.
I have remove everything what i made in the last hour to get back to a version without the Error but the error stay o.O soooo it is a bug?

Hi everyone,

I am moving this thread to the bug reports section for clarity. Have you been able to reproduce this in a clean project with no additional content?

No, not yet. My last Step was adding a Widget with the UMG and creating a ‘Event Construct’. By the way I have solved my bug/problem with a fresh installation of the Engine.

Hi Rohten,

I am happy to hear that you are no longer having this issue. Please let us know if this occurs again. AdrenalineHigh and eldee, is this still occurring for you? Please respond here if so. If not I will mark this answer as accepted for tracking purposes. Thank you and have a great day!

Its happening to me on 4.5

Hi son1cman,

Does this occur in a blank project with no additional content?

I have a similar problem in 4.5.
Errors are…

  1. Accessed None ‘Tree’ from Node Construction Script it blueprint PlayerStartBP.
  2. Attempt to assign variable through None Construction Script it blueprint PlayerStartBP.
    … Both are pointing me to the Construction Script, but its empty.

I found the culprit. The problem was in a beginPlayEvent script in the eventgraph. There was a forEachLoop node that had no array input.
So for me the bug is a error message that points to the wrong function (construction script).

I just wanted to add to this thread, since it is the most extensive on this issue. Even though I work on the Promoted Branch, it might can help, since I encountered the Problem also.

In the first picture I used Get All Actors From Class and it is attached to Event Begin Play. If I detach it, I won’t get the Accessed None Message which points to a complete other direction (Construction Scripts, Functions)

Now when I attach Get Class, cast to that Class, attach it to Get Actor Of Class everything is fine.