Final Update:
Here’s what worked for me.
- Make sure to use the object NPC actor with the animation blueprint set in it’s skeletal mesh, and NOT put the blueprint itself into the map. (Noob mistake but still better to specify)
- Create function in animation blueprint, which takes a value from the box trigger blueprint using the ‘cast to’ node. To do that, you need to create a variable with the variable type as the animation blueprint. Access none error will occur since this variable has no default value when the level starts, so the next step is to set a value to the variable.
- Set this variable value in the LEVEL BLUEPRINT, and NOT in any of the other blueprints. Since the level blueprint has a reference to all the variables inside every blueprint (as long as it’s set to public), setting there is easier and will not give any default value error.
- Here’s a screenshot of the level blueprint for reference. The variable PointRef is set so that it has no access none error when used inside Box Trigger,
