Accessed none trying to read property (Bad Blueprint communication)
in my game, i want to spawn an AI when the player does something. It seems like the engine has a problem with the way that i am setting the variables in there.
So this is the output log :
This is the behavior tree when it is hostile (perform condition check is inside the BTD_IsInAttackRange) :
Here i am setting the Enemy Blackboard Key (BTS_TargetSensedPlayer) :
and this is the PerformConditionCheck Function :
However, the Game works as intended, even when i spawn the AI. How do i solve this ?
asked Mar 03 '18 at 02:16 PM in Using UE4
Instead of using != nothing try using the Isvalid node or isvalid boolean into you branch.
Edit: Actually casting should take care of the valid check by itself (if im not mistaken), so you should be able to remove both of the != checks. Hope that helps.
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