[URGENT] Doesn't show letters on viewport after a certain event

I have a simple level, where you have to pop balloons, when they’re all popped a secret room is revealed and with that the level is done. There are two letters in this level. One in the open room with the balloons and one in the secret. I made it so that when you read the one in the secret and put it down, it spawns an enemy that jumpscares you and ends the game. The letters open fine at the start of the game, but the issue I get is, that when I pop all of the balloons, that’s when It stops working and doesn’t add it to viewport. With that issue I can’t even finish the ending. So I would appreciate someone correcting the mistake I made with my blueprints based off the info I just provided, and the pictures bellow. Thank you.

The balloons popping event

Ending spawner and Event begin play

First letter

The last and final Ninth letter that finishes the game

All of these blueprints are a part of my level blueprint btw.

hi @azman

Ive gone through this with a fine tooth comb and dont see anything obvious so…

Debugger time. click on the gate node in the ninth letter (im guessing its only the ninth right?) and hit f9 to add a break point.

now you want to see if it hits, if it doesnt stop execution then something is wrong with the collision triggerbox3 most likely. if it does then use the debugger arrows at the top to step through and see if you can figure out why its not setting the last letter

I’ll try thanks, but I just wanna add, that after I pop all of the balloons, both letter stop working and If I select Play from here and start in the secret room, without triggering the balloon popping event, that’s when It works again. So somehow after the balloons event finishes, it disables me letters.

ok so eigth and ninth? does the sound play and the door actor dissapear ok?

Yes they do, although I removed the first branch there and just replaced it with a sequence to make it easier since It’s and event tick anyways. The door break did trigger and I did get that arrow on it or whatever, but I think that my input somehow gets disabled or my viewport.

But I do keep getting the error of: Accessed None trying to read property CallFunc_Create_ReturnValue_1. Node: Remove from Parent Graph: “”" But even so, I don’t think this is the reason for my problems

Nevermind, I was able to fix the issue now, It was the balloon event that triggered it, it was when I opened the bathroom door where the last balloon was and It had on endoverlap enable input instead of disable. Still appreciate the help man and have a nice day.

the error is not the problem but it points to a problem. You are trying to remove a widget that hasnt even been instantiated possibly

which points to the fact part of your code isnt doing its job and i believe you are not storing your widgets

you need to remember the widgets in an object variable otherwise you have no way of accessing them so you are trying to get a widget from a create node that isnt run at the same time

see image:

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was this issue blocking the setting of the “Read” variable possibly?