Hovering Component Blueprint Read Access Runtime Error

Hey,

I have created a Hovering component for my vehicle using Blueprints and using a Line Trace to apply a force to generate lift. My component works 98% of the time, but sometimes I receive the following error:

PIE:Error: Error Blueprint Runtime Error: Accessed None trying to read property PrimativeMesh from function: ‘ExecuteUbergraph_HoverComponent_BP’ from node: Add Force at Location in graph: EventGraph in object: HoverComponent_BP with description: Accessed None trying to read property PrimativeMesh
PIE:Error: Error Blueprint Runtime Error: Accessed None trying to read property PrimativeMesh from function: ‘ExecuteUbergraph_HoverComponent_BP’ from node: Add Force at Location in graph: EventGraph in object: HoverComponent_BP with description: Accessed None trying to read property PrimativeMesh

The actor using the component is never destroyed or changed. During BeginPlay the Static Mesh is set by the Pawn class in the component, and for the most part it works fine until enough time has passed it generates this error and the vehicle stops moving an freezes. Is there a reason this is happening? Would the code work better in C++?

Show your Blueprint

I will try using the valid node see if it helps. This error is hard to debug and only happens here and there.
Also, I have attached my Blueprint now.

The InitComponent is called in the BeginPlay in my pawn Blueprint.

The actor Pawn, spawns both the HoverComonpentBP and Mesh in its class blueprint. There is no respawning when this error occurs, it happens in one straight play through. Im starting to think it could be another component interfering causing this issue.

Ok thanks for the input. I’ll try using the method for a bug trace. Im also thinking it might be a gimbal lock with the spring arm , the actor has their rotation set via a line trace so it can be in allign with the floor angle.

Ok thanks for the input. I’ll try using the method for a bug trace. Im also thinking it might be a gimbal lock with the spring arm , the actor has their rotation set via a line trace so it can be in allign with the floor angle. The spring arm has no code added to it. It just inherits pitch yaw and roll from the actor.