View Full Version : What are Accessed None errors?
Nemephosis
04-24-2011, 11:49 AM
I have a mutator called Full Ammo that constantly sets your ammo to 999, and the log file is absolutely flooded out with this:
Warning: MutFullAmmo VCTF-DK-Torlan.MutFullAmmo (Function FullAmmo.MutFullAmmo.Timer:0086) Accessed None 'GP'
I mean it's never had a negative effect on the game or anything, but I'm just curious what this is about.
Thanks.
Eliot
04-24-2011, 03:56 PM
It means the so called "GP" variable that was accessed was not found i.e. not referenced to any Object in this case.
Fixing this is up to the programmer of that mutator.
Nemephosis
04-24-2011, 05:25 PM
Programmer error. Given who wrote it, I can't say I'm surprised. He's an idiot anyway.
GreatEmerald
04-26-2011, 04:26 PM
Oh gosh. Accessed none in Timer. That's only slightly better than accessed none in Tick. This shows that the programmer never checked the logs at all.
And it does have a negative impact. This is written to the log, so it accesses your hard drive, and those are pretty slow, so you might see some performance loss. Not to mention the disk space loss. Those logs can even get up to a few GB in size.
LIPRampage
05-15-2011, 10:54 AM
Programmer error. Given who wrote it, I can't say I'm surprised. He's an idiot anyway.
So if he is an idiot why dont you do better than him making your own damn mutator?
Well, Unreal scripters are often taking "Accessed None"s too lightly.
Generally speaking if this happens what follows is "undefined behaviour". Thanks to UnrealScript notifying developers about them they can locate the problem and fix it.
When something like this happens in a C++ application, for instance, this will most likely cause havoc and often you can't tell when. And then, when the app crashes you have no idea why and need to search the problem for ages.
"Accessed None" is not "oh well, he forgot something", it's an extremely useful notification about one of the worst mistakes a programmer can make and should be taken seriously and fixed if possible. That's from a developer point of view.
From a user point of view, ignore them unless something is actually going wrong.
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