UE4 “Access None” issue

After much messing around trying to identify the cause of an “Access None” error in a Blueprint function I finally worked out that it’s not only happening at a different node than the one reported, but a completely different function (the one giving the error isn’t even called!).

It turned out I’d stupidly used the ‘Length’ of the array to get the last item in the array, so it was returning ‘None’. It must have been an oversight as I’d correctly used ‘Last Index’ elsewhere!

There are various articles and threads relating to this in the forums and the problem was clearly my own mistake so I won’t log this, obviously, but the error could be less confusing (this too has been mentioned).

lith

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