Accessed None from Target Blueprint

I’m trying to call my “Trail” Variable (it’s the rifle trail particle emitter from ShooterGame) from my RifleTrail Blueprint (named prjectile, but there are not projectile properties, all components have been removed except the Trail).

I did everything the blueprint communication tutorial said to do. I have an instance of the Blueprint in the world, set the defaults to the blueprint target (I kind of think this is weird having it in the level, is there a better way?).

I’m sure I’m missing just one little link or setting (probably not setting a variable?) I feel like I’ve exhausted all online resources so now I’m here. Any help is greatly appreciated!



Accessed none means that you gived him empty object reference, if you used varable it means its not set and you need to set it. You spawn the trail right? Set trail varable after spawn by pluging in return.

Also you images does not show where you got error

Thanks for the response! So I believe I’ve finally set the trail variable correctly, I’ve attached a screenshot, the accessed none errors for that part are gone!

I am getting a different accessed none error though, from the construction script (which has nothing in it…). Do you think you can help me with this one?

I’m getting the rifle trail, but its coming from somewhere behind the camera and not the muzzle socket on the character.

http://i.imgur.com/t4JWId1.jpg (new Accessed none error)
http://i.imgur.com/WnK7Maq.jpg (Setting the Trail Variable)

You sure you dont have anything in construct script? Also by error i mean error on node, node that error happend in should be marked too

Yea, just double checked and there was nothing there, but in the event graph I used a cast instead of the target BP (i don’t think those are working well right now), and all of the accessed none issues are gone, but I’m still not getting the trail to go from the muzzle to the target, it’s still coming from somewhere behind the camera. Maybe it’s not ever actually finding the Muzzle socket?

Here’s the event graph for the rifle trail blueprint: http://i.imgur.com/HhIsKsG.jpg

And here’s the character BP where the rifle trail should be spawning from each click: http://i.imgur.com/mHll48d.jpg

I really appreciate your help!

Try some debuging, set your own location and see if its spawns

So it’s spawning, but only at the impact point. I don’t believe it’s ever using the Beam functions on the emitter, it’s just spawning it where the trace hits. I’ll have to go look up how beams work more in depth I suppose.