any help with "Accessed None" error
so, i have a "weapon_blueprint" that contains the "debug" Public variable im giving the weapon to a "player_blueprint", the "weapon_blueprint" is saved in Public variable withing the "player_blueprint" In the "player_animation_blueprint", im calling "debug" trough "player_blueprint"=>"weapon_blueprint" The result is: Blueprint Runtime Error: "Accessed None trying to read property GunEquiped". Blueprint: Player_anim Function: Execute Ubergraph Player Anim Graph: EventGraph Node: Print String im calling "debug" trough "player_blueprint" and it's ok help plz
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It sounds to me like your In other words, the This is a very common issue. You just need to ensure the When is your debug function being called right now? Is it on BeginPlay()? If so, try adding a Delay node to cause your debug function to wait, say, 0.5 seconds before executing. Or you could use a keyboard event to trigger your debug function. Either way, you want to allow your One way to always handle this problem, if and when it arises, is to use the It's good to get into a habit of using nodes like Anyway, I hope this makes sense and helps you move forward. Good luck!
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