"Blueprint Runtime Error: "

Doing a Endless Runner and I ran into this error code and my Tile stopped spawning.

I’ve been looking forward to this:

@Nebula Games Inc

Sweet Thanks!! gonna give it a watch!

At a glance it looks like you’re destroying objects and then try to access them.

@Everynone, thanks haha You know I try and cover the simple stuff and the common issues. Didn’t know you were waiting for that though you should have said something could have made it sooner! As for this current issue it is a type of “accessed none” but a slightly different version I did not cover in the tutorial. “Pending kill” means the object is set for garbage collection or was destroyed and then you tried to access it. In my video I explain how the compiler throws “accessed none” errors and a quick way to demonstrate that was throwing in a delay. I didn’t mean to imply that these errors are commonly CAUSED by a delay, they aren’t. But I wanted to show what the error means. Towards the end of the video I do demonstrate the “uninitialized variable” use that causes most of the “accessed none” errors I see.

Well I’m pretty sure how the function is that it’s a child of my tile object so it’s supposed to destroy itself and then re appear the reason my tile wouldn’t spawn was because of the set timer by function which I choose itself which broke it… but I now have a new error for just two return nodes that are in fact connected no delays to the function for spawnprop since ya know can’t put delay in it.well I don’t know how.

i don’t know what happened but that error is gone…i didn’t do much of anything… i removed timer by function on my SpawnProps Function…it still is spawning with my tile aha just not where i want it! always something! i wasn’t directly blaming the delay since it wasn’t the issue but the timer by function.

haha, yea…little things throw the engine for a loop. Computers are very picky with how your write your logic :slight_smile:

@Everynone @Nebula Games Inc. Thanks for the respond btw!!