My partner and I just finished getting portal blueprints working where a character will instantly change locations from one portal to the other portal when overlapped. It seems to work just fine.
The “issue” is after we stop playing we get a lot of blueprint runtime errors thrown at us related to them and the Set World Location function that we use. I feel like we probably shouldn’t just leave them as is.
Here are the errors: Blueprint Runtime Error: “Accessed None”. Blueprint: Portal Function: Execute Ubergraph Portal Graph: EventGraph Node: SetWorldLocation
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_K2_GetRootComponent_ReturnValue_1”. Blueprint: Portal Function: Execute Ubergraph Portal Graph: EventGraph Node: SetWorldLocation
Blueprint Runtime Error: “Accessed None trying to read property K2Node_DynamicCast_AsDrop_Character_1”. Blueprint: Portal Function: Execute Ubergraph Portal Graph: EventGraph Node: SetWorldLocation
Anyone have any idea what might need to be done with these errors?