I set a Weapon as default when the game starts.
This might occur because there’s a little (very little!) ammount of time in which the Starting Weapon isn’t set yet.
The point is that these error messages are annoying AND, most importantly, since there are tons of errors that say the exact same thing, that would most likely keep me at the dark of other issues when they occur.
This because everytime that I see this: , I quickly think “ah, doesn’t matter, it’s the widget blueprint”… instead it might happen that there occur other kind of errors that I will not even notice!
Anytime I get an accessed none error I use an isvalid? node to fix it, so for example I would pull off the output of GetCurrentWeapon and connect it to the “isvalid?” the node with the question mark and has the outputs is valid and is not valid.
That clears up my accessed none errors.