I spent way to long on this one before I figured out a simple work around: delete the variable and recreate it.
I have a very early version of project with a blueprint that moves a pawn on one axis. I have another mesh in the scene that acts as the bounds that the pawn can move. I created a MovementBounds variable of the Static Mesh Actor type, exposed it as “Interface Editable”, and wired my static mesh up to it. Everything worked great in my test project.
I exported this to my (still very simple) main project, and kept getting “Accessed None” errors in the log for this item. Everything appeared to be wired up correctly, and I could not get this error to go away no matter what I did.
The final solution was to delete the variable and re-create it. Luckily this was easy to do, since the variable was only used once in the Blueprint.
I can send the project, which is based on TwinStickShooter template. It’s 1.2 GB zipped, so I can’t attach it here, so if there’s some other way to upload it I can do that.
Here are some specific steps:
- Load the aforementioned project.
- Check the PlayerPawn, notice that Movement Bounds is set to the MovementBounds mesh.
- Open the Output Log window.
- Press Play.
You’ll start to see a stream of “Accessed None” errors in the log for the PlayerPawn blueprint.
If you delete the MovementBounds variable in the blueprint, and recreate it (with the same name) and re-connect it, everything works fine.
Thanks