Getting Accessed None report for impossible node

I’m getting AccessedNone at a completely impossible location. This function isn’t being called and sequence doesn’t even use an object reference.

The real AccessedNone is my blueprint trying to access a None playerstate elsewhere, which I know how to fix. But the issue I’m reporting is that the blueprint debugger doesn’t provide accurate info.

Hi ,

This is a known issue and is currently being assessed by the development staff. It shouldn’t actually hurt anything (this occurs in a personal project of my own) but it is very annoying.