[4.9] No Blueprint breakpoints for "Accessed 'None'"

Hi!

The 4.9 change log lists the following change under the Blueprints section:

Breakpoint is triggered on Access None error.

This doesn’t actually appear to be the case, at least with a VS Development build.

Manually placed breakpoints fire correctly in PIE mode and I get the “Accessed ‘None’” message both in the Output log and in the message log once I stop playing.

Maybe I’m misunderstanding and this is supposed to work differently. Do I have to enable this behavior somehow? Or does it require a VS debug build?

Does this occur in a clean, blank project with no additional content or is it limited to one project? What steps are you taking to reproduce this on your end?

Yes, I was able to reproduce this in a clean project.

Here’s what I did:

  1. Create a new C++ project with a blank template
  2. Create a new Blueprint actor
  3. Add the following logic to the event graph:

  1. Place the actor in the map
  2. Play the game
  3. Stop the game

The Output Log contains an “Accessed None” error:

As above, placing a breakpoint manually works fine.

Hi ,

I’ve entered a feature request, UE-21061, to be considered by the development staff.