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Debugging, Accesing none??

So i keep getting this error:

Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: ‘ExecuteUbergraph_Player_Robot’ from node: Shoot Star Bolts in graph: EventGraph in object: Player_Robot with description: Accessed None trying to read property CallFunc_Array_Get_Item

Here is the node it is telling me is returning none

c1f6d5e0ec77e503f1150f951b5c5d71923e96ad.png
and inside that

inside node.PNG

Does anyone know what is wrong or how to fix this?

i think that error says when you use “get all widgets of class” node, it not found anything… Have you created widget(ammo ui) before when you run that macro?

Not only “have you created the UI”, but is it actually added to the view port? Read the description of the boolean on the node.
Anyway, consider creating a variable that directly references the things you want to access rather than finding them.

Another thought is, does that graph actually work? I mean, the first pin of the sequence leads to the output, so I don’t think sequence 2 and 3 ever executes? Try moving the output node to after “update ammo”

I changed it to where the Ammo UI was created much earlier and it seems like that was the problem.
Also yeah the graph does work, but it is something i should do to avoid problems in the future