Hi everyone,
I am trying to implement a blueprint event to emit a niagara system, from C++. However, I get the following error: Accessed None trying to read property CallFunc_SpawnSystemAtLocation_ReturnValue
The blueprint looks like this:
(ignore the simulating part)
The values all are fine, and valid, and I have a blueprint that matches the blueprint shown above, but which works fine. The only difference is that the working blueprint is run on clientside, and this malfunctioning one is run on server side.
I can’t find any answers to this anywhere, please help me.
I have since realised it would be better to simply replicate the effect directly to all other clients - I think the problem is that dedicated servers cannot display Niagara systems but not sure, although this would make sense as they do not process graphics, and a niagara system is graphics.
The replication system works fine, no more problems.