And before that:
LogFileManager: Warning: MoveFile was unable to move ‘../../../../Unreal Projects/PortalsOfOrion/Content/Blueprints/Character/Animation/OrionAnimBP.uasset’ to ‘../../../../Unreal Projects/PortalsOfOrion/Saved/OrionAnimBP3DA8BE644328D64961A417A3EDF67D70.tmp’ (Error Code 32), retrying in .5s..
I right clicked and chose Get Orion Character and is seems to be ready to retrieve the variable:
I then delete the old reference and replace it with the new one. Still looks good when I hook it up to the target pin on IsCrouched.
When I try to compile, I get the original message about “Accessed None” and the variable goes back to [Unknown]
Shaun, please read my reply where I screenshotted some nodes for you to add and add those nodes to your graph.
Here is the screenshot again:
You need these nodes.
Sorry, having some problems with my browser and didn’t see the previous post.
I can create the nodes in the EventGraph up until the Set node. I don’t have a Set Orion Character selection.
Drag your Orion Character variable into the graph and choose the Set node.
I don’t see the Orion Character variable in the Event Graph. Where do I drag it from?
Wait, I just now noticed you have a custom base for the ABP:
Is this “Orion Anim Instance” in C++ or BP? Can you open that anim instance instead? The variable should be declared there, and should be initialized there as well.
Indeed. Here is a picture of where the OrionCharacter is initialized:
And here is its declaration:

The C++ code compiles fine.
Well… we’ve been staring at the wrong thing this whole time, I was convinced all your logic was in BPs.
Did you maybe use your ABP to be used by a character that’s not an AOrionCharacter and that’s why the variable is cached as null? Can you show me the actor you’re using this ABP for?
No no, I mean the actual character blueprint you set to use OrionAnimBP, I’d like to see that.
Here is the Blueprint for BP_OrionCharacter:
The nodes in the upper right are not connected anymore, they were a test.
And here is the parent:
Hmm that seems good, so I’m a bit confused now.
Are you sure you don’t have any raw “SkeletalMeshActors” placed on the level?
Here is the Anim Class on the Blueprint
Can you screenshot your level along with the actor list? (the Outliner panel)
Can you please rightclick your OrionAnimBP
asset and click on this
and screenshot the result?
The pink asset is the one causing the errors, you either have an instance of this placed in your level or opened somewhere in the background, and it has OrionAnimBP
set on its SkeletalMeshComponent
. OrionAnimBP
needs to be used exclusively with AOrionCharacter
and derived classes.
Just clear the OrionAnimBP
from that component and that’ll fix it.