Opening AnimBP generates error

When I open my Animation Blueprint (OrionAnimBp) i get the following error message:

LogScript: Warning: Accessed None trying to read property OrionCharacter
OrionAnimBP_C /Engine/Transient.World_2:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0.OrionAnimBP_C_1715
Function /Game/Blueprints/Character/Animation/OrionAnimBP.OrionAnimBP_C:ExecuteUbergraph_OrionAnimBP:039D

It appears that my AnimBP has lost access to my character (OrionCharacter).

btw, i am using C++ in this project and the character class would be AOrionCharacter. So I guess the blueprints would call it simply OrionCharacter.

However, I can run my game and see the states and transitions working. So I have several questions:

  1. Could this just be a problem in the editor?
  2. How do I fix this problem?

OrionCharacter is actually not the class name, it’s a variable name, because :ExecuteUbergraph_OrionAnimBP:039D implies that you’re trying to use that variable in the ABP graph but that it’s uninitialized. Could you open the graph and check? Feel free to send a screenshot if you don’t figure it out as soon as you open the graph.

I assume we’re talking about the AnimGraph. The AnimGraph is somewhat complex. While I can upload a bunch of screenshots, is there a way I can look at each node and see the error?

There should be a search field under your graph where you can type OrionCharacter and find where it’s referenced (within the graph), which should point you in the right direction.

If you don’t figure it out, feel free to upload screenshots of the graph and we’ll try to help.

Just found something else a little strange.

I went into one of the nodes in the AnimGraph and clicked on one of the animation sequences, the resulting sequences opens but the animation is not the right one, it’s the character idle animation.

Does that sound related?

Doesn’t sound related, but it’s very hard to say without any context (screenshots, etc.).


Ok, here is the AnimGraph. Can you show me where the search field is so I can search for the variable?
In addition, the snapshot shows the list of cached poses I am using. I wanted to show you the list so the next screen snips I send will make sense.

At the top is the Standing Idle State Machine. Within is another Standing Idle state machine which contains the following:

You seem to have turned off the search bar, see image and turn on “Find Results”.

Then switch to the event graph instead of the anim graph, because the error is in the event graph.

oh, I guess I should show the other half of the AnimGraph:

Done, thanks

The search came up with what looks like one hit. One particular state machine.

:smiley: Can I see the search results or you figured it out?

Also, if you haven’t found the cause yet, could you please screenshot the event graph?

Here is the state machine:


and when I hover over the Orion Character variable I get this:

Going to delete and re-Get Orion Character

Ok, that’s the issue, you need to initialize that variable before using it (assuming you didn’t leave out the part where you initialize it). Here’s how:


(just replace the placeholder cast (DefaultPawn) with a cast to your character class, or whatever the type of your Orion Character variable is)

In general, object variables can’t “magically” have the correct value, you have to initialize them. Naming it “Orion Character” doesn’t mean it’ll automatically point to the character, the name is just a name.

When I right click and choose Get Orion Character, it adds one to the graph. However, when I try to save the AnimBp, there is an error and is says:
The asset ‘Game/Blueprints/Character/Animation/OrionAnimBP(OrionAnimBP.uasset) failed to save’

Please read my previous reply and follow the steps.

“Get Orion Character” is just retrieving your variable, it will not automatically initialize it if it’s uninitialized.

As for the error, you should see what the error is in the “Compiler Results” panel (which you might’ve turned off, so see next image for where to find it):

New error message in the Output log
LogFileManager: Error: Error moving file ‘../../../../Unreal Projects/PortalsOfOrion/Content/Blueprints/Character/Animation/OrionAnimBP.uasset’ to ‘../../../../Unreal Projects/PortalsOfOrion/Saved/OrionAnimBP3DA8BE644328D64961A417A3EDF67D70.tmp’.

That just seems like an autosave error of sorts, I would ignore it for now and complete the variable setup first and see if the ABP compiles properly afterwards.