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Disappearing/Reappearing 'Access None' Error Message

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  • replied
    Thank you very mcuh NotSoAccurateNo1, not only that i tested the 'isValid' node as you suggested, I also found a way around which was also inspired by your answer "firing out of order". It switch the order of the function inside the blueprint: spawn the actor first and then create the widget, the problem is solved!

    Thanks a million for your concise and inspiring answer.

    sincerely
    Peter

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  • replied
    Typically this happens when you have events firing out of order, like if a blueprint fails to initialize (begin play) and another blueprint tries to access its variables; which can happen often with networked code, or anything running on a timeline, or timer. The easy fix is to just string up some isValid const nodes before running the code that relies on those variables.

    If your code is network related... if the isValid fails then delay and loop back into isValid (as long as you're confident it will resolve itself after the latency has caught up). Add another isValid to the loop that just checks if the responsible actor is still valid so you can break the loop if it is destroyed. Alternatively you can just add an event in place of the isValid loop, and just fire it when your new actor has finished initializing.

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  • Disappearing/Reappearing 'Access None' Error Message

    Hi All Masters and fellow developers,

    A UE4 Newbie here (as to today one year and 8 months learning UE4 part-time). As I am toying with my own projectby following all the video tutorial from Youtube, I recently encountered a quite stubborn 'Access None' problem:
    The function that I am trying to mimic is 'rotatable 3d object inside UMG'. The video tutorial is very detailed and easy to follow (and thanks to the author PyroDev again and here is the link to the video https://www.youtube.com/watch?v=mSDgMmaddJw). However, as I literally copied the tutorial frame by frame, the 'rotation' part just won't happen.
    Initially, the engine popped many 'access none' error messages. As I tried some 'casting', 'promote to variable' techniques, somehow stopped the error messages, but the rotation still doesn't work. So I tried to use the 'print string' node to thieving out where the actual problem is, and the 'access none' error messages reappeared again.
    I vaguely understand the causing of the infamous 'access none' error message -- something to do with the 'empty holder' of callable actor/component/etc, and I tried to mess around with the GameMode too in order to make sure that the UMG is getting the input that is from the player controller.
    After all these attempts, I am still stuck here: it is either 'no print string node' 'no rotation function' and 'no error message', or 'with print string node' 'still no rotation function' and 'with lots of error message'.
    I hope someone could shine some light on my problem.
    Thank you very much.

    Peter
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