I don’t know how many times this has happened now. At least 10 or 15 times. I keep getting the Warning and Error: “LogScript: Warning: Accessed None trying to read property Grabber
BP_Player_C /Game/UEDPIE_0_Dungeon.Dungeon:PersistentLevel.BP_Player_C_0
Function /Game/BP_Player.BP_Player_C:ExecuteUbergraph_BP_Player:00F9
PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property Grabber”.”
When it happens I have to delete these blueprint nodes (below) and recompile and then re-add them.
It happens when I’m not even messing with the Grabber component at all. The last time it happened after I generated the TriggerComponent and compiled. I’ve closed UE and deleted the Binaries, Intermediate, and Saved directories (something you shouldn’t really ever need to do apparently, but I’m real tired of dealing with this bug) I’ve cleaned and recompiled from VS Code, and I’ve done a combination of those, followed by a LiveCoding compilation.
STILL KEEPS HAPPENING! I love UE for so many reasons, but as soon as you step in to CPP it gets wacky. Not a deal breaker, but I’m learning that CPP is to be used when necessary and Blueprints are a much more reliable and less buggy way to work.
Back to the point, does anyone know how to stop something like this, or is it just another bug we live with?