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    Blueprint script error, but it's working.

    SOLVED

    Hi, after I added WASD-movement in the Multiplayer Top Down RPG toolkit I get this error:

    Error Blueprint Runtime Error: Accessed None trying to read property PlayerCharacterReference from function: 'ExecuteUbergraph_MyNetworkController' from node: Add Movement Input in graph: EventGraph in object: MyNetworkController with description: Accessed None trying to read property PlayerCharacterReference

    It's working fine, movement works.

    Click image for larger version

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    The code is in the Default Player Controller Class taking information from the Default Pawn Class.

    Since it's working anyway, I've kept going a bit but.. Feels like it needs to be cleared up, anyone got an idea?
    Last edited by Askyl; 08-18-2017, 07:54 AM. Reason: Solved

    #2
    Why not use "IsValid" to check the character reference's validity?

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      #3
      I might be wrong but it could be because the PlayerCharacterReferece is not initialised, it has no default value. I think this has changed recently in the last couple of engine versions, it didnt used to show warnings for it
      My Game Frontier Devblog HERE

      Comment


        #4
        Originally posted by Rexion_ize View Post
        Why not use "IsValid" to check the character reference's validity?
        Thank you! Worked splendidly with IsValid between the InpuxAxis and Add Movement Input with the PCR as Input Object. Error-spamming is gone!

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