"Accessed None" error keeps printing even when simulation is not running

The output log consitantly spits out the error:

“LogScript: Warning: Accessed None trying to read property SnailDropped
DroppedSnail2_C /Engine/Transient.World_8:PersistentLevel.DroppedSnail2_C_64
Function /Game/Custom/Custom_BP/Other/DroppedSnail2.DroppedSnail2_C:ExecuteUbergraph_DroppedSnail2:0041”

“SnailDropped” is the variable and “DroppedSnail2” is the blueprint. The blueprint works fine on play and everything does what it is supposed to, but the output log keeps printing the error. I’ve tryed both replacing the variable with a fresh one by a different name and duplcating and replacing the blueprint. I’ve checked to ensure there are no other variables with the same name in any other blueprint. I can only assume it is some kind of compiling error. Any help would be appriciated!

Hi @Dark-Mithril,

Do you know when exactly this log is being written?

For example, could it be when the Actor is placed in or moved around the level? In that case it could be that functionality is being triggered in your construction script that you’ve only intended to be run at runtime, and something is not yet initialised properly.

In whatever case, since it seems to work fine when playing the game you can probably just check the validity of the SnailDropped variable and only progress with your logic, or use the variable, if it is valid.

Hopefully this proves helpful.

Thanks,
Hayden

FIXED! I cleared a few conflicts in git and recompiled in source. Think the actor got a little corrupted last time I fetched some updates.