Procedural Walk Animation in UE5 causing strange Error

I am attempting to implement a procedural walk animation in UE5, similar to the one demonstrated in this video: Full Body IK: Procedural Dragon Animations https://www.youtube.com/watch?v=Z8eqaFG7lZQ. The video by Andreas Suika borrows heavily from the PowerIK demo project. I believe Power IK has been integrated into Unreal Engine as Full Body IK.

The PowerIK plugin is available for 4.25 and 4.26. A demo project is still available here (https://www.dropbox.com/s/jx91ql3e5wp0s4f/PowerIKDemoProject.zip?dl=0). This filled in a lot of the things Suika glossed over.

Suika’s approach is implemented in UE5 and adds a control rig and other post-animation blueprint enhancements.

When I try to replicate Suika’s methodology in my UE5 project, I encounter an “Accessed None trying to read property…” error when trying to read the Foot Positions from the BP_Legs in my Blueprint Character, even though it should be set in the “Event Blueprint Begin Play”. Some elements in the video are not thoroughly explained, so I might be missing something that causes this issue, but I suspect not. I did a lot of checking with “Print String” nodes to try and deduce what is happening, but I still can’t figure it out. The legs seem to be valid when set, but not when querying for “Foot Position.”

Could someone provide assistance or suggest a path to investigate this issue?

Higher res images can be found here:

https://drive.google.com/drive/folders/1j1IGn8ek1ylwjWjtG3YuoYTdWK2zAKK4?usp=share_link

it may be because you didn’t add the tag in the details panel of the scene component (FRLeg tag for BP_FRLeg scene component and FLLeg tag for BP_FLLeg scene component) in your character’s blueprint (BP_Spider)