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Whenever I finish running the project, this error message appears:
Blueprint Runtime Error: «Accessed None trying to read property
jogador». Blueprint: Jogador_BP_Anim Function: Execute Ubergraph
Jogador BP Anim Graph: Transition Node: Result
By clicking to know where the error is coming from, the program tells me this code:
This is the code I made to get the player reference (jogador/player Animation Blueprint):
This is basically for the transition code between animations, to receive information whether or not the player is jumping (jogador/player Blueprint):
Animations perform normally, so the error doesn’t seem to compromise project execution, but why does it occur?
I looked at some links, but I don’t know how to remove it.
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/86607-accessed-none-trying-to-read-property
DMGregory♦
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asked Sep 14, 2019 at 1:04
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Do not ever dereference anything from any other classes
In animation’s state machine. (You can dereference only in eventGraph).
First the reference may not be there yet when the animBP is running.
Second, animBP state machine is designed to be multithreaded, but dereferencing any other class in BP is not thread safe.
TL DR:
Do not use any bool variables from any other classes, all the state changing booleans should be within the animation blueprint itself.
Then set the booleans in anim’s BP EventGraph from any other class.
answered Sep 14, 2019 at 4:45
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Easy fix, in the animBP Update Animation
sequence, instead of checking pawn owner
, check the player
variable that is created by begin play
. In this case labelled «Jogador».
The pawn will be available before the animation begin play can officially execute, so there will be a singular execution of the update before the required player reference is actually set. Checking the variable validity instead of the player pawn will ensure everything is set before updating.
Pikalek
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answered Dec 2, 2020 at 2:24
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Ive got this Error and i dont know how to fix it..
I’ve got 2 Errors and I don’t really know how to fix it I hope you can help me with that.
Error 1:
Blueprint Runtime Error: «Accessed None trying to read property InventorySlot». Blueprint: ThirdPersonCharacter Function: Execute Ubergraph Third Person Character Graph: EventGraph Node: Add Child to OverlayError 2:
Blueprint Runtime Error: «Accessed None». Blueprint: ThirdPersonCharacter Function: Execute Ubergraph Third Person Character Graph: EventGraph Node: Add Child to Overlay
Here are the Blueprints that cause that Error:
https://imgur.com/a/RQuFQ6g
https://imgur.com/a/uakfcIM
I basically wanted if my Character Hits with the LineTrace an Object it’s gonna add the Thumbnail to my Slots..
If it’s too little information please let me know what I have to post and I’m gonna post it..
I have an EnemySpawner Blueprint Class that does:
EnemySpawner has a Spline Component named «Path» which the Spawned Enemy must follow. For it, Enemy’s Blueprint has another Spline Component named «Enemy Path» that must be initialized by the Enemy Spawner at the moment of the creation, as does in the screenshot above.
But, in my Enemy, if I try to access to «EnemyPath», I get the following error:
Blueprint Runtime Error: Accessed None trying to read property
PathActor from function: ‘ExecuteUbergraph_Enemy’ from node:
DestroyActor in graph: EventGraph in object: Enemy with description:
Accessed None trying to read property PathActor
So, in other words, Null Pointer Exception.
If, for example, in the Enemy’s Blueprint I do (with testing purposes):
The Actor Owner of the Spline Component isn’t destroyed.
Even if I try to assign all the Owner actor, not only the Spline Component, it doesn’t work either.
I’ve also tried to print something in screen after the «SpawnActor Enemy» node of EnemySpawner and in the «Event BeginPlay» node of Enemy, and I’ve checked that obviously the print in EnemySpawner happens first, so the only problem is that the variable isn’t really assigned.
The last thing I’ve tried is to destroy the Spline’s Owner right after the «Set» node, directly in EnemySpawner blueprint, by getting it from the Spawned enemy, and to my surprise, it’s destroyed!
So, some idea about what’s the properly way of doing this?
You might get this error after you add a new variable to your C++ code that you want to be accessible in an Unreal Engine Blueprint. This can be done by using the UPROPERTY(EditAnywhere, BlueprintReadWrite) macro. After rebuilding your solution, you probably expect the variable to be available to the Blueprint right away (and it may very well be), but you might be surprised that sometimes you get runtime errors like this not only for the variables that were already Blueprint-accessible and working properly but also the new one(s). Searching the Internet for a solution didn’t offer much help. So, what’s the solution? Although you might expect that building the C++ solution also compiles the Blueprints, this is not always the case. Although Blueprints are turned into C++ classes through a process called Blueprint Nativization, the Blueprints are not always recompiled when you compile the C++ solution. And it seems that this is a long-standing problem (or bug). After adding the new Blueprint-accessible variable to your C++ class and compiling it, make sure you recompile the Blueprint itself from the Blueprint Editor. If you have multiple Blueprints that are suddenly showing this error, you can also right-click on the Blueprints, go to “Asset Actions”, click on “Reload”, then recompile the Blueprints. The variable should then be available to the Blueprint.
Я получаю «Ошибка доступа нет» в моем коде Blueprint
Error Accessed None означает, что переменная использовалась для чего-то, что ничего не содержит.
«Нет» в программировании относится к случаю, когда вы ни на что не ссылались.
Это отличается от числа 0 тем, что число 0 описывает значение ничего. Принимая во внимание, что «Нет» описывает отсутствие значения.
Итак, где-то в вашем скрипте вы не проверили, что значения, которые вы используете, действительно существуют.
Проверить, существует ли значение, можно с помощью «IsValid».
Вы можете перейти к узлу, вызвавшему ошибку, дважды щелкнув его в выходном журнале в сообщении об ошибке.