ABP error getting child pawn's velocity

I keep getting this error on my ABP

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It seems that this error appeared after I tried to make my pawn as a child from a base class (Created parent BP, then created child BP from it and setted it up). Before it was working fine.
Also, when I try to play in editor, everything works fine. My animation is being updated correctly, but after I stop playing, this error occures.
I tried to put IsValid node here, but it doesn’t seem to help.
Is there any way to fix this?

Hello @KIDOSIK_NASWEI1 ,
I don’t know much about animations, but you could try the following:

As I understand it, the Anim Blueprint tries to use the Pawn as soon as it updates, but sometimes that Pawn isn’t ready yet or its reference is None. The IsValid node first checks if that reference actually exists, and only continues with the logic if it’s valid.
Hope it helps!

Unfortunately, that doesn’t help

It appears that your pawn does not have a movement component, and there’s no need to add one. You can retrieve velocity directly from the actor if it has a physics root, any movement component, or implements the GetVelocity interface.

If you’re trying to eliminate the “Access None” warning, you should validate the results of both TryGetPawn and GetMovementComp . However, that only suppresses the error message without addressing the root cause. Based on what you’ve described, the actual issue might lie elsewhere—since I don’t see your specific error log, it’s possible the problem originates from nodes further down the chain.

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But I do have a movement component on my pawn


Also, when I try to get velocity straight from actor itself, it seems to be not getting X and Y vectors values, only Z.
Putting two IsValid nodes actually helped (it cleared the error note).
Maybe the cause is that ABP always trying to update the animation and when I start to play, on the first frame it doesn’t accesses my movement component, since there’s still some time to load all that?

I see… You’re right!

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Well, I guess I’ll have to let it be so for now. Thanks for your advice