Enemy Patrolling - Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue".

Hi all,

I am following along with the book Blueprints Visual Scripting for Unreal Engine 5 (3rd edition) Using Unreal Editor 5.0.3, as the book states to use Engine version 5.0.

I am having trouble in Chapter 9 creating enemy patrol points, on start up the enemy will not patrol between the two trigger spheres, and instead stays stationary. I have setup the BB_EnemyBlackboard, BP_EnemyCharacter, BP_EnemyController, and BT_EnemyBehaviour, and repeated the process three times and looked over several times to make sure I have not left anything out.

I receive the following error when trying to play the game. "Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue”. Node: Set Value as Object Graph: UpdatePatrolPointBB Function: Execute Ubergraph BP Enemy Character Blueprint: BP_EnemyCharacter"

I also have included a few screenshots. I notice in the event graph on the Event ActorBeginOverlap of the BP_EnemyCharacter the input pins on the equal functions are hollow, does this signal something is not quite right?

I have searched the forum a few years back, and although there was someone with the same problem, the fixes were not relevant to my situation.

If you have any suggestions, it would greatly help a newb out of this sticking point. Thanks


bump

its telling you that the CurrentPatrolPoint is Invalid, unless of course the KeyName is wrong

where do you Set/Validate PatrolPoint 1 + 2?

the keyname likely doesnt need to be a variable since it wont change? you can use MakeLiteral Name to set it

I think it’s the ‘get blackboard’ node returning nothing.

I can’t recall ( not at a machine rn ), but doesn’t it need an input, unless it’s in a behavior tree?

good point, i’m pretty sure i’ve done it like that but it may need the AIController

Did you set the enemy character to spawn with an AI controller, in the details?..

Thanks for the useful suggestions. Patrol Point 1 and 2 refer to the trigger spheres, and are updated in the details of the variables created in the BP_EnemyCharacter Blueprint.

The blackboard does contain keys with a behaviour tree.

Changing the AI controlller class from BP_EnemyController to AI controller does not do anything for me.




AI controller