Find Item connected to Try Get Pawn Owner invalid on load
I am using the Find Item node connected to Try Get Pawn Owner in two separate blueprints (one animation blueprint and one character blueprint), which function correctly until the editor is restarted. At this point, an error is thrown up as the Find node 'accessing none' and the Find node must be replaced by pulling from TGPO node.
Everything functions fine after replacing the node, but breaks the BP on load, meaning my pawns are moving around in T-pose or not moving at all. Having to do this every time I open the project is getting slightly tiresome!
(Apologies if this is my mistake)
Have included ss' of both BP issues and which Find Item node type is selected
asked May 02 '17 at 04:05 PM in Bug Reports
If you take a look at some of our example AnimBPs (i.e. the Third Person Template Project), you'll see an IsValid check for every "Get Pawn Owner" check that is done. That's because the AnimBP Editor treats the viewport instance as running instance of the AnimBP itself. Because of this "Get Pawn Owner" will return "None" for the viewport instance, which is why you get Accessed None Errors.
These should still work in game just fine, but the IsValid check will keep those errors from occurring while editing.
If that doesn't fully answer your questions, let me know and we'll go from there.
answered May 25 '17 at 11:46 PM
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