There is only a single issue with my Blueprint, I am still learning UE5 and getting the hang of it. However, I am confused about what could be causing the problem. I’ve searched everywhere and can’t find a solution.
Here is the error I am getting :
Blueprint Runtime Error: “Accessed None trying to read property K2Node_DynamicCast_AsDialog_System_1”. Node: Speak Graph: EventGraph Function: Execute Ubergraph Speak Blueprint: Speak
Here is the Speak Blueprint in question :
Here is another part of the Dialog :
It does what I need it to do, like freezing my camera movement so I can select dialog but does not show the UI or Dialog that I have created.
Thank you for any and all help.
Here is the YouTube Tutorial I am following to the tee, I have looked it over 5x nothing is different between mine and his.
Unreal Engine 4 - Dialog System Tutorial (2/3) (youtube.com)
16:04 is the start of where I am stuck.
Hello,
The error you’re getting most likely involves this node here:
The error about “Accessed None” means something going into this node or coming out of this node is off - so instead of returning your widget, object, or dialogue system - the computer is returning a value of “None” to say “I couldn’t find anything.”
Here’s what I’d recommend checking:
- What is the value of your Dialog Widget?
- Does the blackboard you’re using have a value with the same exact name as the key you’re passing in?
- Is that blackboard value set to something valid, or is it just “None”?
One good way to find out some more info is to use a Breakpoint.
- Select your “Bind Event On Speak Finished” node and press F9. A little stop sign will come up.
- Play your game to the point where that code should be running.
- Your game should pause, bring up the blueprint, and now you can hover over the pins to see what the values are being passed in.
- If you want to get rid of the breakpoint, you can just select it and press F9 again.
Hope this is helpful. If you’re still stuck, try pasting an image of the blackboard you’re using.
I did what you said and It worked out other stuff but also led me to what was wrong with my dialog, Thank you so much
Also originally I made the Dialog_system (Renamed to Dialog_Widget) impure again, hooked my “speak” up to is valid of my cast on failed do a print string which prints out “failed cast”.
Which eventually led me to see that I had the Literal name under a different naming convention. As soon as I changed one of them, the UI eventually popped up.