@@eternalstellargames I just solved it, not sure if that was the best option, long story short I had to make all my objects Blueprints actors, get them and in a second level and spawn them depending on its class. It worked as I wanted to :) if you have a better option please let me know
I'm glad you were able to find a solution! What class are your objects? You will need to create a variable/reference of the same object type within the game instance in order to properly store it.
@@eternalstellargames Well I actually had two, because I needed two types of SM; I “stored” them using “get all actors” from overlapping or something like that, getting theirs class and spawn them in a second level, I was confused at first but then everything made sense, I cannot “send” same objects from one level to other, I had to create them again. Anyways, great video, I based my project on this one :)
Sorry to hear you ran into this error. Can you provide more details about it? A quick way to make sure the property is actually set during runtime as well is to check the blueprint debugger for the blueprint and check the variable. Also, sometimes if it looks like it's being set in the debugger, you might want to add a delay before grabbing the variable after immediately setting it in the gameinstance.
Thanks man Ill check out the rest of your channel see what other nuggets of gold there are
thanks man its exactly what I need
Glad it could help!
What about sending objects? I am struggling with that, not sure why I cannot send an array, should be the same logic?
As long as you create an object in the game instance, you should be able to set it in a level. Let me look into that and get back to you on it!
@@eternalstellargames I just solved it, not sure if that was the best option, long story short I had to make all my objects Blueprints actors, get them and in a second level and spawn them depending on its class. It worked as I wanted to :) if you have a better option please let me know
I'm glad you were able to find a solution! What class are your objects? You will need to create a variable/reference of the same object type within the game instance in order to properly store it.
@@eternalstellargames Well I actually had two, because I needed two types of SM; I “stored” them using “get all actors” from overlapping or something like that, getting theirs class and spawn them in a second level, I was confused at first but then everything made sense, I cannot “send” same objects from one level to other, I had to create them again. Anyways, great video, I based my project on this one :)
"Blueprint Runtime Error: "Accessed None trying to read property..." Any ideas why?
Sorry to hear you ran into this error. Can you provide more details about it? A quick way to make sure the property is actually set during runtime as well is to check the blueprint debugger for the blueprint and check the variable. Also, sometimes if it looks like it's being set in the debugger, you might want to add a delay before grabbing the variable after immediately setting it in the gameinstance.
@@eternalstellargames Thanks for the reply and the tipp but since then i solved my problem by using level streaming instead.