I get what you mean and put in the IsValid node and still get the error. I suppose my issue is that I require the ActivateDialogue event to run regardless of whether it is valid or not.
Now, as expected, I have more than one error. The original error and this one:
Blueprint Runtime Error: “Accessed None”. Node: Branch Graph: EventGraph Function: Execute Ubergraph BP NPC Blueprint: BP_NPC
Your error has nothing to do with the array. Simply put, your BP_Player has no value when Event Interact runs. We would need to see more of your code to see where the actual issue is, since at the time it runs, that value is not properly set up.
Ah, so does that mean that I may have to do an initial “set” of the array at the BeginPlay? I am only fixated on the array as the issue because until I added the QuestLogInfo pin onto the ActivateDialogue, I did not have the error.
You’d need to make sure the BP_Player has a value, and then you can do separate checks for the ActiveQuests Array.
You only started getting the error because that’s when you started using the values from BP_Player (I’m guessing). If you pull out any function from BP_Player you’ll most likely get the same error.
I have now solved the problem! It was found in the way my initial interaction script was set up on my BP_Player blueprint. Unfortunately, it was one of those issues that wasn’t a problem until much later.