Finalizing the Node Setup for Healing When Picking Up an Item


Excuse me, I have a question.
The node labeled “Heal” in the image is placed in the Event Graph of the Third Person Character Blueprint (BP_ThirdPersonCharacter). When the event is triggered, it restores 1 point of health.

The other image shows an item actor (BP_Actor), and there’s a node setup that makes a Branch return true when the character overlaps with the item.

I created a custom event called “Heal” to handle the healing process, and I tried to call this Heal event from the item when the item is destroyed.
However, when I collect the item in the game, it doesn’t heal the character.

After stopping the game, the following error appears:

Blueprint Runtime Error: “Accessed None trying to read property Target_0”

Could it be that this Target_0 is the cause of the issue?
What exactly should I plug into the “Target” input of the custom event?

Just unplug the Target 0, so that Target is “Self” (it will be Self by default if left unplugged)
Because the Heal custom event is in the very same blueprint (self) it should work.

But it’s not in the same blueprint.
Heal is in BP Third Person Character
Overlap is handled in BP Actor

I’m guessing Target0 is your attempt at getting a reference to the player character by declaring a variable but it doesn’t just work like that.
In this context, you can easily reference the overlapping player by grabbing OtherActor pin from overlap event, like you already did to check actor Tag. Cast OtherActor to BP Third Person Character and use that to call its Heal function.