That’s a null reference - creating a variable does not instantiate an object. The variable is not an object - it just describes where in memory the object is. If you create a string variable and forget to type text, what do you get - a null string so to speak. You must set a value.
Okay, well now it’s working, except the Set Visibility node where it collapses the widget when the line trace isn’t hitting anything is receiving a null variable even though it’s getting the same variable as the one that makes the widget visible
However, since framework classes - possessed character, player controller, game mode, etc are easily accessible from anywhere, and you do know upfront what you’re dealing with, using an Interface will just unnecessarily clutter things. You mileage will vary, ofc!
Alright, well I have yet another issue. I’ve moved on to another part of the logic and I’ve come across an interface event that just doesn’t seem to want to fire.
In the below, we have a Get component by Interface Node that targets the Actor being hit by the player’s line trace. It fires the Go to Dialogue Box interface event on this blueprint, however…