"Accessed None" error with specific blueprint

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:

  1. Load the aforementioned project.
  2. Check the PlayerPawn, notice that Movement Bounds is set to the MovementBounds mesh.
  3. Open the Output Log window.
  4. 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