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Blueprint Communication

So when the user picks up the flashlight I set a custom event to start a door animation. The flashlight gets destroyed but the door never gets called, then I get this error "access none trying to read property BP Door Player Start 1". I looked through many threads and videos and tried many different ways, but I can't figure it out.

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Product Version: UE 4.19
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asked Jul 17 '18 at 09:00 PM in Blueprint Scripting

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Where are you setting BPDoorPlayerStart1? This is a (whatever your door class is called) object reference and needs to be set, so that the engine knows which specific door it is in the world. You could make this variable instance editable, and in the details panel for the specific flashlight in the world you want to open the door, set the variable as the specific door you wish to open.
Alternatives include using an event dispatcher in the level blueprint, or using the Get All Actors Of Class node (this would only be effective if you have only one door in your level).

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answered Jul 17 '18 at 09:30 PM

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avatar image MorekeysOfficial Jul 17 '18 at 09:36 PM

the ref is in flashlight blueprint so the top picture

avatar image herobank110 Jul 17 '18 at 09:39 PM

This is only getting the variable. It needs to be set beforehand. Try using the Is Valid node with the variable as the input and see if it outputs it as true or false.

avatar image Nebula Games Inc Jul 17 '18 at 10:22 PM

Yea, you are missing a "Set BP Door Player Start 1" node. You might even want to just move this to the level BP as it will be quite simple to create references for something like this. Just select the Door BP actor in the level, open the level BP and right click in the editor to create a reference.

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