[N00b needs help] Blueprint Runtime Error

Hey guys! So i’m completely new to UE4 and i’m pretty much trying to re-create the Gmod Physgun (not the Gravity gun) in UE4 but i keep running in to issues. One of them isn’t actually an issue,more like a very confusing annoyance.

I keep getting one of those YE OL’ Blueprint Runtime Errors which states the following;

Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_BreakHitResult_HitComponent from function: ‘ExecuteUbergraph_FirstPersonCharacter’ from node: Set Simulate Physics in graph: EventGraph in object: FirstPersonCharacter with description: Accessed None trying to read property CallFunc_BreakHitResult_HitComponent

Please note that the blueprint works(at this point) as i want it to work. I left click and hold to grab an object and move it around,release to drop it. Right click to pretty much “Freeze” it in place with collisions enabled but every other physics aspect off by use of a “Set Simulate Physics” Node.

Here’s a video of my problem. Hope someone can help me out so i can be on my way,tackling the next issue that will probably arise directly after i find out whats causing that error. Also note that its FATAL ERROR its just a normal,NON Fatal Error.
Here’s the video of it.

https://youtu.be/YBEd3SkvlpE

And the variables i used were based off of this guide. https://wiki.unrealengine.com/Pick_Up_Physics_Object_Tutorial

TLDR; I’m getting a non fatal error and i wanna know why its happening since i’m new.

The problem is when you press the Right Mouse Button you only execute Set Simulate Physics, but none of the stuff before it. So you try to get the “Hit Component” without ever having traced a line from the cursor, naturally the Hit Component isn’t available then.

Ooooh right! I guess i didn’t know as much as i thought i did about how the blueprint system works. But now I’ve got another issue after solving that one.

I’ve made a very simple right click to toggle for a Bool Variable. Every time i right click it switches the Simulate Phsyics’ simulation state/condition.

But the problem is that i have to right click to change the SimState Bool and then i have to LET GO of the object by releasing left mouse and fire another trace by left mouse clicking again to update the object via means of that Set Simulate Physics node.

Is there a good way to have that set Simulate Physics node fire when i left click AND fire/update when i right click?
It would be nice to update it/fire it without having to fire another trace every time.