When Trying to Destroy Actor: Accessed None trying to read CallFunc_BreakHitResult
For example specifically, actor A has a light and a cube component. How to specify that only when the cube component is hit should A actor be destroyed altogether with the light, but not when the light is hit? I don`t know why the error message "Blueprint Runtime Error: 'Accessed None trying to read CallFunc_BreakHitResult'..." But now I only assume it was something with the point light.
Now the problem is solved, thanks everybody.
Turns out that I need to first Enable Click Events...
answered Nov 12 '18 at 12:32 PM
"Accessed None" is a very common error when your logic doesn't account for the object not existing at that point in time. Whichever object you use to call "BreakHitResult" on, is either not created or pending kill at that point in time.
Make sure that prior to calling a function on an object you're unsure of it being available, you place that object in an "IsValid" macro. Only when it returns true should you continue with your logic.
answered Nov 09 '18 at 08:30 PM
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