Debugging a Blueprint Runtime Error: "Accessed None trying to read property" when trying to access GameState

There were no places in the editor UI where I could change the GameState (they were all disabled). I suspect (though I’m not certain) this is because my game mode is a C++ class and not a blueprint.

I was able to set the game state from inside MechGameMode.cpp with the following code:
GameStateClass = AMechGameState::StaticClass();

Now my UI binding works with no errors.

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