Blueprint runtime error

Hallo

I have an issue with a blueprint. I got a project from one of my friend and have all the assets in it. But when I try to run it, the blueprint error is coming for the weather assets. In the project there is a weather.umap which I don’t know where to use. Is the error is coming due to the non-usage of the weather map ?if so, where can i use it.

Thanks

Hey there @ronyshaji1! Looks like the weather BP is trying to run but doesn’t have it’s variables set correctly. This could be that there’s a specific way to set up the BP_Weather that wasn’t followed initially. You may have to open up the BP itself and see where/how those variables are set and make sure they get set appropriately.

@SupportiveEntity But the issue is that I can’t able to find the BP_weather in the level. I searched in the world outliner and can’t find the weather blueprint.

But I accessed the BP_Weather through the error log and I was able to find that some variables (for eg:sunlight) has no default map. As I said earlier, I have a weather.umap. Is there any chance that the values for the variables in BP_Weather is available in the weather.umap ?

The weather map might be being streamed in to your persistent world and causing the weather BP to be there. I’d recommend checking there first.

@SupportiveEntity I can see the BP_Weather while playing the game. So is it a dynamic weather or not ? and how to link the weather.umap with BP_weather ?

Hi,
First if your BP_Weather is not instanced in the level you’ll need to find where it is spawned from.
Might be in the gamemode but sometime people tend to put this in strange places, player controller, or even characters … Use the reference viewer to find where your BP_Weather is spawned from. (right click on the asset and reference viewer)
When you find the spawn function send the pointer of the sun object to your BP_Weather after it is created. You can use a find actors of class (Sun) in order to get your sun actor at runtime.

It all depends on how your project is implemented and you’ll have to dig around to see how it works on your side.

+++
jnat

You’re going to have to find where the weather system is being spawned in the map. As Jnat recommended, you can use the reference viewer to figure out what’s spawning it.

To address the map itself, if the weather BP does require it to be in that map, you may need to stream in the level if the BP is looking for it’s specific pieces, or you will have to adjust the BP itself and replace the references with your level’s equivalents.

@Jnat @SupportiveEntity

Can you again tell me what you mean by this after checkingmy BP_Weather reference map ?

and when i checked the BP_SKy, Fogintensity etc are not avaiable in the path mentioned (i.e /Game/Carla/Blueprints/Weather/BP_Sky)

It seems that the CarlaGameMode is the place where the BP_Weather in Spawned in.
Find the SpawnActorOfClass function that is referencing your BP_Weather in the gamemode and set the Sun variable to you actual sun Actor.

Another way to do it without modifying the game mode is to implement functions in the begin play of the BP_Weather blueprint so it will find and fill the variables it needs to work (sun etc.)
FindActorOfClass function is your friend here.

I have not that much info on how your project is implemented so I am just happy guessing what you have to do here.

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Here is a snippet for what you can do in your BP_Weather

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I checked the gamemode and unfortunately there is nothing in the gamemode…just like a blank blueprint.

CarlaGameMode is completely blank? Not even in side functions? That’s strange! The reference viewer believes there’s at least something inside there.

@SupportiveEntity Yes, When i check the gamemode it shows nothing…I think the weather assets are full messed up and i was not able to get the correct connection.

Is it also empty in the event graph?

@SupportiveEntity Yes, it is…I am also posting the output log…

LogTemp: Repeating last play command: Selected Viewport
LogPlayLevel: PlayLevel: No blueprints needed recompiling
PIE: New page: PIE session: DemoMap (16.11.2022, 11:22:28)
LogCarla: == CARLA Settings ==============================================================
LogCarla: Last settings file loaded:
LogCarla: [CARLA/Server]
LogCarla: RPC Port = 2000
LogCarla: Streaming Port = 2001
LogCarla: Synchronous Mode = Disabled
LogCarla: Rendering = Enabled
LogCarla: [CARLA/QualitySettings]
LogCarla: Quality Level = Low
LogCarla: ================================================================================
LogPlayLevel: Creating play world package: /Game/Maps/UEDPIE_0_DemoMap
LogPlayLevel: PIE: StaticDuplicateObject took: (0.004804s)
LogInit: PhysX workers from thread pool: 3
LogAIModule: Creating AISystem for world DemoMap
LogPlayLevel: PIE: World Init took: (0.001359s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/DemoMap.DemoMap to /Game/Maps/UEDPIE_0_DemoMap.DemoMap (0.006326s)
LogUObjectHash: Compacting FUObjectHashTables data took 4.62ms
LogAudio: Display: Creating Audio Device: Id: 7, Scope: Unique, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display: Sample Rate: 48000
LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
LogAudioMixer: Display: Number of buffers to queue: 2
LogAudioMixer: Display: Max Channels (voices): 32
LogAudioMixer: Display: Number of Async Source Workers: 0
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Using built-in audio occlusion.
LogAudioMixer: Display: Initializing audio mixer.
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
LogAudioMixer: Display: Using Audio Device Headphones (Soundcore Liberty 2 Stereo)
LogAudioMixer: Display: Initializing Sound Submixes…
LogAudioMixer: Display: Creating Master Submix ‘MasterSubmixDefault’
LogAudioMixer: Display: Creating Master Submix ‘MasterReverbSubmixDefault’
LogAudioMixer: Display: Creating Master Submix ‘MasterEQSubmixDefault’
LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called
LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal()
LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time
LogInit: FAudioDevice initialized.
LogAudio: Display: Audio Device (ID: 7) registered with world ‘DemoMap’.
LogLoad: Game class is ‘CarlaGameMode_C’
LogWorld: Bringing World /Game/Maps/UEDPIE_0_DemoMap.DemoMap up for play (max tick rate 60) at 2022.11.16-10.22.28
LogCarla: Corrected map name from UEDPIE_0_DemoMap to DemoMap
LogCarlaServer: Initialized CarlaServer: Ports(rpc=2000, streaming=2001)
LogCarla: FCommandLine
LogCarla: FCarlaServer AsyncRun 6, RPCThreads 3, StreamingThreads 3
LogTemp: Error: Failed to find OpenDrive file for map ‘DemoMap’
LogCarla: Error: Invalid Map
LogWorld: Bringing up level for play took: 0.506683
LogOnline: OSS: Creating online subsystem instance for: :Context_14
LogCarlaServer: New episode ‘DemoMap’ started
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property SunLight”. Blueprint: BP_Weather Function: Update Sun Graph: UpdateSun Node: SetWorldRotation
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property SunLight”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Intensity
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property SkyLight”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Intensity
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property Planet”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Scalar Parameter Value on Materials
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property Planet”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Scalar Parameter Value on Materials
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property ExponentialFog”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Fog Density
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property ExponentialFog”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Fog Inscattering Color
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property ExponentialFog”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Fog Height Falloff
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property ExponentialFog”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Volumetric Fog Scattering Distribution
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property ExponentialFog”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Volumetric Fog Extinction Scale
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property SunLight”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Enable Light Shaft Occlusion
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property Planet”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Scalar Parameter Value on Materials
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property Planet”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Scalar Parameter Value on Materials
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property Planet”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Scalar Parameter Value on Materials
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property Planet”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Scalar Parameter Value on Materials
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property BP_Sky”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Rayleigh Scattering Scale
PIE: Error: Blueprint Runtime Error: “Accessed None”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Rayleigh Scattering Scale
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property BP_Sky”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Mie Scattering Scale
PIE: Error: Blueprint Runtime Error: “Accessed None”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Mie Scattering Scale
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property SunLight”. Blueprint: BP_Weather Function: Lights Intensity Graph: LightsIntensity Node: Set Volumetric Scattering Intensity
PIE: Server logged in
PIE: Play in editor total start time 0,669 seconds.

Also in the CARLA Game Mode, one option is presetn which is Weather class, that is missing. So anyway to load the default carla weather ?

That’s an actor reference so it’s for an actual reference to the in game object, so you can’t set it’s defaults because the gamemode isn’t bound to a specific game space until it’s generated. It’s being spawned and the variable itself is being set in the gamemode from somewhere, run the game mode through the reference viewer as well if you can, we might see what references it.