Accessed none

[=MyPix;172301]
So i need to add what ?
[/]

Here’s what I’d do

Firstly, We need to determine when the error is being thrown. I’m assuming you have these traces being called from an Event Tick. I would replace that with a keyboard press, such as “Enter”. Then, I would walk just the way you did in the video, pressing enter every second. Make sure that everything performs as it should and when you close the game, there are no errors.

Edit: Then do what said with the IsValid node.

If there are no errors from the previous step, that means my theory is likely true and you are firing off a lot of traces before the actor can get deleted. Ex:
T=0 - Ran Trace 1
T=1 - Ran Trace 2
T=2 - Ran Trace 3
T=3 - Ran Trace 4. Trace 1 hit nothing.
T=4 - Ran Trace 5. Trace 2 hit nothing.
T=5 - Ran Trace 6. Trace 3 hit nothing. Trace 1 execution ends.
T=6 - Ran Trace 7. Trace 4 hit nothing. Trace 2 execution ends.
T=7 - Ran Trace 8. Trace 5 hit something. Trace 3 execution ends.
T=8 - Ran Trace 9. Trace 6 hit something. Trace 4 execution ends.
T=9 - Ran Trace 10. Trace 7 hit something. Trace 5 deletes object.
T=10 - Ran Trace 11. Trace 8 hit nothing. Trace 6 deletes object. ERROR - No Object.
T=11 - Ran Trace 12. Trace 9 hit nothing. Trace 7 deletes object. ERROR - No Object.
T=12 - Ran Trace 13. Trace 10 hit nothing. Trace 8 execution ends.
T=13 - Ran Trace 14. Trace 11 hit nothing. Trace 9 execution ends.
Etc, etc.

So basically, in this example, after Trace 1 has executed, Trace 2 and 3 are fired off before Trace 1 can even be PROCESSED. And then another two ticks before Trace 1’s execution even ends.

This means when Trace 5 hits your object, Trace 6 and 7 ALSO hit that object before Trace 5 even has a chance to delete the object. Then Trace 6 and 7 come around and try to delete the same object but there’s nothing there anymore.

In this example, you’d only see two errors. In your example, there’s like 50 of them… so instead of only having 2 traces try to delete an object that isn’t there, you have 50 - it’s running at a much faster pace than my example.

One solution, as I stated above, would be to add a “Do Once” node to prevent the actor from being destroyed repeatedly. Then add a 1 second delay and wire it to the “Reset” node.

I’m at work and only have MSPaint available, but here’s what I could put together:

That will change the flow to this:


T=7 - Ran Trace 8. Trace 5 hit something. Trace 3 execution ends.
T=8 - Ran Trace 9. Trace 6 hit something. Trace 4 execution ends.
T=9 - Ran Trace 10. Trace 7 hit something. Trace 5 deletes object. Starts waiting for 1 second.
T=10 - Ran Trace 11. Trace 8 hit nothing. Trace 6 Hits DoOnce node and ends.
T=11 - Ran Trace 12. Trace 9 hit nothing. Trace 7 Hits DoOnce node and ends.
T=12 - Ran Trace 13. Trace 10 hit nothing. Trace 8 execution ends.
T=13 - Ran Trace 14. Trace 11 hit nothing. Trace 9 execution ends.
(One second later)
T=N - Ran Trace N+1. Trace N-2 hit something. Trace N-4 execution ends. Trace 5 Delay complete, resetting DoOnce node.

This will cause a problem if you need to destroy more than 1 actor per second. You could lower the delay to .5 and probably be fine. Maybe even lower. I don’t know how many events per second are being fired from that Event Tick.