If hit actor is equal to:... , (event happens)

Hi,
I’m trying to create a wall jump mechanism and i want it to only work if the hit actor is equal to my wall_BP actor.
I’ve tried the image below but it simply does not work. I also get errors sometimes after testing it.

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Okay, so you got a wall, the hit triggers right?
if the hit triggers, it opens the gate, but the jump signal is already sent and gone.
Maybe a delay?
I see you say errors, would you like to paste the errors here? Incase thats the problem.

You got to think harder about that.

First get your Conditions straight that allows you to wall Jump. Character in Air? Wall Jumps performed before Landing on the floor less than X(counting)? Time allowed to hit the jump Button after a Wall was hit (Timer)? Wall Angle Maximum (Calculation)? Character Angle to the Wall(Calculation)? etc.

After those Conditions are fullfilled you think about how you calculate the Direction you want to Jump to. Its advisable to store your Last Hit info in a variable to use later on if you hit the Jump Button (btw. thats why you get errors, you pull information from the hit event thats already gone after hitting your Jump button). You can use every Vector you have from the Hit, The Actor Hit and your own aswell as Perform secondary traces if needed to Calculate the desired Launch vector.

Aside from that try to avoid doing Equal test against a very Specific Blueprint. Better Option would be to check if the thing you hit has a specific Tag like “JumpableSurface” so you can use Actors asside from your Wall to be used to WallJump from them.

So if you Hit the jump Button check if all conditions are fullfilled, then Calculate the Direction Vector and Launch. And dont pull variables from other Events → Store them.

Good Luck mate =)

Blueprint Runtime Error: Accessed None trying to read property CallFunc_BreakHitResult_HitActor from function: ‘ExecuteUbergraph_DekuBP’ from node: Branch in graph: EventGraph in object: DekuBP with description: Accessed None trying to read property CallFunc_BreakHitResult_HitActor

Something as simple as this doesnt work either: Blueprint Runtime Error: Accessed None trying to read property CallFunc_BreakHitResult_HitActor from function: ‘ExecuteUbergraph_DekuBP’ from node: Branch in graph: EventGraph in object: DekuBP with description: Accessed None trying to read property CallFunc_BreakHitResult_HitActor and the tags are implemented

The direction should work too, its just the front of the wall * 1500 + a little height

I’ve found out that i can do (see image)
The wall is destroyed but when i check for a tag, it doesnt work. It cant recognize the hit object as th wall_BP i made. I gave both the wall object and the collission box on the BP the tag “Wall”

and what does Is Valid do?

Do a IsValid check before accessing the actor. And just in case Hit Actor bugs out for some reasson you can use “Other” it should refer to the same.

Just to make sure you understand it: Access None simple means the Variable you try to read from is empty. You cant get a Tag or Forward Vector from nothing/None :stuck_out_tongue_winking_eye:

This ended up being thye solution, Thanks!

Like this it gives the exact same result in game but removes the error!