Help! Accessed None trying to read property Rotating Actor

Hi all, I am new to blueprinting and trying to make a grapple hook system, everything is setup and seems to be fine but I am running into this one issue where I get this error
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I have no clue how to fix it and would love some help - This is the main function, can provide screenshots of everywhere Rotating Actor is being used if needed.

Thanks so much

How does the script know which rotating actor you mean? Let’s say there are 10 of them, or a 1000? How do we decide? Are you line tracing when using the grappling hook?

Thats a good question and one I dont know how to put into the code, im assuming thats the issue here. But to answer your question, yes I am using a line trace on my check can grapple macro shown here. Then being used in my start grapple logic.

Building off of what @EveryNone said,

Basically every time you get an “Accessed none” error that variable has no data in it for unreal to read. So in this example the Hit actor is what you want to pass the information to your rotating actor

In your line trace, if you drag out of “out hit” and break hit result. you’ll want to transfer the data from “Hit Actor” to your rotating object as this will let your code know that is the exact actor you want to use your grappling hook on.

Come out of true and set your rotating actor, then plug in hit actor {I’d make Hit actor a local variable myself}. Make sure out of the false branch you also set the rotating actor but leave it blank so if you line trace again and don’t hit anything then it clears your rotating actor value.

If for any reason this doesn’t make sense, perhaps this video will help. It’s on interacting with items, but the principal with line tracing and passing info is the same

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Hi! Thanks so much for the detailed response, unfortunately its not letting me call rotating actor on my Hit Actor pin because my rotating actor is a Child Actor Component. I tried to switch it to a regular actor obj reference variable type and it broke the first screenshots in this posts graph, not letting me connect the rotating actor nodes to anything.


I did not even notice tbh:


Could you clarify how this is set up. What is the actual object that the trace is hitting - could we see its hierarchy? Does it contain the component you want? If so, you will need to cast Hit Actor first or Use an Interface to retrieve the component.

Or use the Hit Actor as is but instead of nodes that deal with components, use nodes that deal with Actors. Essentially, nodes are context sensitive, drag a wire first, then search for a compatible node:

It is set up by the rotating actor being called through an initialize custom event, then on begin play the initialize is being called to the characterBP.



And Can Grapple (The Macro that contains the line trace pictured) is being used in my Start Grapple logic, so it is should be hitting the wall/mesh and then starting the grapple logic.