I have a widget created in my FirstPersonBP that I am getting a bool value from (checkbox widget) and the FirstPersonBP is being cast to an actor component. When I use a Print String node to get the bool from the cast in the actor component, it will read true/false when the checkbox is used, but when I use the bool in a function that I need it for I get an error in the editor after I close and it doesn’t read the change in value. Is this a bug or am I just stupid?
While it did fix the issue somewhat, I did both of what you recommended and I still get an error that it’s accessing none
Not a bug, you’re not using it correctly. The execution wire is not even connected and the order is messed up. You’re trying to access a variable before you cast. Use the top execution pin on the cast node and connect it to Print String or whatever else you need instead.
Or store the result of the cast in a variable so it does not get too expensive over time (right click the return value and Promote to Variable). Consider doing it once and then use the variable instead of the cast.
Can you show the bit of the graph where you Set the BeastChecked variable? You can click the underlined nodes in the output log to jump to the error.
Access none errors are attempts at getting information that is not valid - usually when it does not exist yet or no longer exists.
Hook up a Print String to Cast Failed and see if it fails. Difficult to figure out whether your first person character is inheriting from the player character class here - you should be able to see it in the very upper right corner where it says Parent Class.
Cool! Well done!
I’ve tried both with it in the BeginPlay event and Tick event, I get the same error for both. Here
Nvm, I got it working. It’s no longer giving me errors, but the values aren’t changing properly, but I can get that done easy. Thank you for the help!