“Accessed None Trying to Read Property” in Unreal Engine 5 (Fix)

Table of Contents

Works in Unreal Engine 5.0 to 5.8. Updated November 2026.

Quick answer: a Blueprint used a variable that points to nothing (None). Unreal tells you which one.

  1. Read the error: the property name is the empty variable, and Node and Blueprint tell you where it was used.
  2. Find where that variable is supposed to be set. It never was, it was set too late, or the object was destroyed.
  3. Set it in the right place (usually Event BeginPlay), or pick it in the Details panel if it’s an instance-editable variable.
  4. Where the object can legitimately be missing, check it with an Is Valid node before using it.

The error

				
					Blueprint Runtime Error: "Accessed None trying to read property MyDoor".
Node: Open Door Graph: EventGraph Function: Execute Ubergraph BP Player Blueprint: BP_Player
				
			

It appears in the Message Log after you stop Play. The game keeps running, but the node that failed did nothing.

Step 1: Read what the error tells you

PartMeaning
property MyDoorThe variable that was empty
Node: Open DoorThe node that tried to use it
Blueprint: BP_PlayerThe Blueprint to open

Click the blue link in the Message Log to jump straight to the node.

Step 2: Find out why it’s empty

These are the usual causes, most common first:

CauseFix
The variable was never setSet it, for example from Get Actor Of Class or a Cast in BeginPlay
It’s an instance-editable variable left empty in the levelSelect the actor in the level and pick the object in the Details panel
It’s used before it’s set (another actor’s BeginPlay runs first)Set it where it’s used, or delay the use until it exists
A Cast failed and you used its result anywayConnect the Cast Failed pin, or check why the object isn’t that class
The actor or widget was destroyed or removedCheck with Is Valid before using it
A widget reference was never stored after Create WidgetPromote the Create Widget return value to a variable

Step 3: Guard objects that can be missing

Some objects come and go: a pickup that was collected, an enemy that died, a player that hasn’t spawned yet. For those, use Is Valid (or right-click the getter and choose Convert to Validated Get) and only continue on Is Valid.

Don’t wrap everything in Is Valid to hide the error. If a variable should always be set, an Is Valid check only hides the real bug: it was never set.

In C++

The same problem in C++ is a null pointer, and it crashes instead of logging. Check pointers that can legitimately be null:

				
					if (IsValid(MyDoor))
{
	MyDoor->Open();
}
				
			

FAQ

Why does it only happen sometimes? Usually an order problem: the variable is set in another actor’s BeginPlay, and which one runs first can change.

It happens in a packaged game but not in the editor. Load order and timing differ in a packaged build. Set references where they’re used instead of relying on another actor setting them first.

Can I turn the message off? You can, but the node still fails silently. Fix the reference instead.

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