Hey fellow Unreal Engine enthusiasts,
I’ve been working on a project that involves using a Widget to display the weapon ammo through a Dynamic Material. However, I’ve encountered a persistent issue with the “Accessed None” error during initialization (Begin Play), and I’m seeking some guidance on finding a cleaner and more reliable solution.
Here’s the problem:
Scenario:
- I have a “Set Weapon Material” function that configures the dynamic material to the Widget during Begin Play.
- Initially, connecting the “Set Weapon Material” directly to Begin Play causes the “Accessed None” error for the dynamic material.
Temporary Solution:
- To resolve this, I’ve resorted to adding a “Delay Until Next Tick” node before the “Set Weapon Material” function, which seems to allow the asset to be referenced correctly.
New Issue:
- As my game has expanded, the “Accessed None” error has resurfaced.
- The only workaround I’ve found is to add more “Delay Until Next Tick” nodes, which doesn’t feel like a reliable long-term solution. I don’t want to keep stacking delays as my project grows.
Attempts Made:
- I’ve tried using the “Async Load Asset” node, but without success.
Has anyone encountered a similar issue and found a cleaner, more dependable way to ensure assets load properly during initialization? I’d greatly appreciate any insights or alternative approaches to tackle this problem.
Thanks in advance for your help!