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Blueprint working - Still getting "accesed none" --> Why?

Hello Forums,

I built a blueprint to select an actor via linetrace (this is for VR), then toggle it’s visibility by UMG buttons.

It is working fine, but I get the following runtime error:

"Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item16 from function: ‘ExecuteUbergraph_AvatarMaster’ from node: Toggle Visibility in graph: EventGraph in object: AvatarMaster with description: Accessed None trying to read property CallFunc_Array_Get_Item16

Blueprint Runtime Error: Accessed None from function: ‘ExecuteUbergraph_AvatarMaster’ from node: Toggle Visibility in graph: EventGraph in object: AvatarMaster with description: Accessed None"

I can’t figure out why, but I guess if I throw an “isValid?” in there it will prevent this from happening. I just don’t know where to put “isValid?”…
See my BP attached.

Any help is much appreciated :slight_smile: