Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue from function: ‘ExecuteUbergraph_MyAnimationBlueprint’ from node: Result in graph: Transition in object: MyAnimationBlueprint with description: Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue
Error Blueprint Runtime Error: Accessed None from function: ‘ExecuteUbergraph_MyAnimationBlueprint’ from node: Result in graph: Transition in object: MyAnimationBlueprint with description: Accessed None
Info Play in editor start time for /Game/StarterContent/Maps/UEDPIE_0_Minimal_Default -0.753
These errors appear to be generated by the Get Player Character node used for an animation state machine transition rule from Step 15 of this tutorial page: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Walk/index.html
A breakpoint in UGameplayStatics::GetPlayerCharacter() does show a NULL is returned the first few calls - these calls do have animation state machine routines in the callstack - I am guessing that the animation state machine is being called before the player character has been completely initialized?
If this guess is correct, I wonder what’s the best way to avoid these errors? Is there something I can test “IsValid” to prevent Get Player Character from being evaluated until it is valid?