What It Means & How to Fix It in UE5
Why You’re Seeing This Error
This error means you’re trying to access a variable or object that is None
(null) — meaning:
You’re trying to get data from something that doesn’t exist yet
This happens when:
- The reference was never set
- The actor or component you’re trying to use has been destroyed
- You’re running logic too early, like in
BeginPlay
- You’re calling logic on the wrong client/server context
💥 Example Error Message
Blueprint Runtime Error: "Accessed None trying to read property SomeVariable". Node: Get SomeVariable Graph: EventGraph
🛠️ Common Blueprint Scenario
BeginPlay → Get (SomeCharacter) → Get (Health) → Print String
But SomeCharacter
is None. It hasn’t been set yet — and UE throws the runtime error.
✅ How to Fix It in UE5 – Step-by-Step
✔️ 1. Use “Is Valid” Before Accessing the Variable
BeginPlay
↓
Branch [IsValid(SomeCharacter)]
├── True → Get (Health) → Print String
└── False → Print String ("Character reference is not valid")
✔️ 2. Make Sure the Variable Gets Assigned
BeginPlay
→ Get Player Character
→ Cast To MyCharacter
→ Set (SomeCharacter)
✔️ 3. Delay Logic If It’s Happening Too Early
BeginPlay
→ Delay (0.1)
→ Get Player Character
→ Cast To MyCharacter
→ Set (SomeCharacter)
✔️ 4. Debug the Variable at Runtime
String (SomeCharacter)
If you see “None” or “null” in the log, the reference wasn’t assigned at runtime.
✅ Summary: How to Fix “Accessed None” in UE5 Blueprints
Cause | Fix |
---|---|
Variable never assigned | Set it in BeginPlay, OnPossess, or after spawn |
Accessing too early | Add a small Delay or move logic into a later event |
Null object reference | Wrap access with IsValid check |
Replication/network issue | Ensure reference is valid on the correct authority (client/server) |