Getting "Accessed None" errors executing tutorial "Setting up character movement"

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?

Hi DJRoss,

Any luck with this, I’m stuck at the same place in this tutorial. I’m using 4.13 and get the exact same error.