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Blueprint Runtime Error: "Accessed None trying to read property PhysicsObject".

Working on a school project, followed a tutorial online https://www.youtube.com/watch?v=HnR1Gf5gXcY on how to grab objects. If you grab object which have their Physics Simulated it works perfectly fine but if you try to grab static meshes it comes up with an error.The game doesn't crash and keeps playing and the errors appear only after you finish playing.alt text alt text alt text alt text


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asked May 17 '19 at 01:47 PM in Using UE4

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Your blueprint assumes that the Physics Object is always valid, but it's not. The error message tells you the nodes where you've tried to pass it a physics object, but in at least one case that physics object was null (i.e. it was invalid or nothing at all).

You need to check if the Physics Object coming out of BreakHitResult is valid (if you drag a line from 'HitComponent' and start typing 'valid', you'll see some options). From there you can decide what you want to do if the object is valid or if it isn't valid rather than assuming it will always be valid.

This is a good habit to get into. Never assume that something will always be valid and even if it has been valid once, it might not be anymore.

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answered May 17 '19 at 05:16 PM

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