Okay, that error is resolved. Now I’m having this error;
Blueprint Runtime Error: “Accessed None trying to read property As Save Data Level”. Node: Set Content Graph: LoadInventory Function: Load Inventory Blueprint: C_InventorySystemComponent
Blueprint Runtime Error: “Accessed None”. Node: Set Content Graph: LoadInventory Function: Load Inventory Blueprint: C_InventorySystemComponent
Blueprint Runtime Error: “Accessed None trying to read property As Save Data Level”. Node: Add Unique Graph: EventGraph Function: Execute Ubergraph BP Base Parent Item Blueprint: BP_BaseParentItem
Blueprint Runtime Error: “Accessed None”. Node: Add Unique Graph: EventGraph Function: Execute Ubergraph BP Base Parent Item Blueprint: BP_BaseParentItem
Blueprint Runtime Error: “Accessed None trying to read property As Save Data Level”. Node: Add Unique Graph: EventGraph Function: Execute Ubergraph BP Base Parent Item Blueprint: BP_BaseParentItem (this part repeated excessively)
which has something to do with the content being invalid, likely because it’s not in the level?
I’m sorry for my lack of knowledge on this subject- I don’t think I’ve successfully figured out how to make sure the world is ready, I’ve tried but there isn’t much information I can find on how to use the ‘is level loaded’ node, assuming that’s what you’re speaking of. Also, would it be benificial to create a loading screen while loading the level, assuming once the game is put together it’ll take a second to get everything together.
Here are my updated blueprints:
Game Instance: Game Instance posted by anonymous | blueprintUE | PasteBin For Unreal Engine
Game Mode: Game Mode posted by anonymous | blueprintUE | PasteBin For Unreal Engine
I can’t give thanks enough to you for continuing to help me through this, I know it’s probably not easy.