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
asked Oct 09 '18 at 03:44 PM in Using UE4
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!
answered Oct 09 '18 at 05:43 PM
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