x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

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.

Product Version: UE 4.21
Tags:
more ▼

asked Nov 09 '18 at 10:13 AM in Blueprint Scripting

avatar image

ANoobyBird
47 4 4 10

avatar image Nebula Games Inc Nov 09 '18 at 06:01 PM

Screenshots of the setup would be helpful.

avatar image ANoobyBird Nov 10 '18 at 05:05 AM

Thank you for your time. Somehow the picture upoloading progress won`t proceed.

avatar image ANoobyBird Nov 12 '18 at 02:51 AM

alt text

捕获.png (106.7 kB)
avatar image ANoobyBird Nov 12 '18 at 02:51 AM

It finally uploaded. No matter how I click on the cube component the values just wouldn`t change

And before I set it up like this, I used to use a LineTraceByChannel function and it was returning the Accessed None message mentioned above.

Somehow there`s an error in clicking objects, and I can`t find what the issue is.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Now the problem is solved, thanks everybody.

Turns out that I need to first Enable Click Events...

more ▼

answered Nov 12 '18 at 12:32 PM

avatar image

ANoobyBird
47 4 4 10

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

"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.

more ▼

answered Nov 09 '18 at 08:30 PM

avatar image

MajinSephiroth
1.2k 31 8 33

avatar image ANoobyBird Nov 10 '18 at 05:03 AM

But uhmm...I`m pretty sure that the object exists in the level all the time. Only that clicking on it fails to destroy it. Now I`ve changed the program to this: only when the Return Value of the LineTraceByChannel function is true would the right clicked object be destroyed. But I watched the value only to find that the Return Value won`t be true even if I right click on it.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question