Hey guys, I have a little issue here: I'm trying to run my game and this error is informed: Attempt to call function 'connect' in base 'null instance' on a null instance. I searched the internet and most people said that the script is referring to a node that doesn't exist, so I tried to debug the code and I found out that the assign isn't showed. However, even after the assignment, the error persists. The code is right below:
extends Control
class_name InteractionComponentUI
export var interaction_component_nodepath : NodePath
export var interaction_texture_nodepath : NodePath
export var interaction_text_nodepath : NodePath
export var interaction_default_texture : Texture
export var interaction_default_text : String
var fixed_position : Vector2
func _ready():
	# We need to connect ourselves to the interaction components signal
	get_node(interaction_component_nodepath).connect("on_interactable_changed", self, "interactable_target_changed", [], CONNECT_DEFERRED)
	
	# On load we should be hidden
	hide()
	
func _process(delta : float):
	# Because we're a child of the player we'll always be moving relative to them
	# But when we're set against an item we should stick above it
	# So each frame we'll make sure we're moved to our fixed_position
	set_global_position(fixed_position)
func interactable_target_changed(newInteractable : Node) -> void:
	# If the new interactable thing is null it means we've moved out of range
	# Lets hide our UI
	if (newInteractable == null):
		hide()
		return
		
	# Otherwise, we've encountered something new
	# We want to get the icon we should display from it, along with the text
	
	# Start by grabbing our default texture & text
	var interaction_texture := interaction_default_texture
	var interaction_text := interaction_default_text
	
	# Then check whether the interactable has a custom texture
	if (newInteractable.has_method("interaction_get_texture")):
		interaction_texture = newInteractable.interaction_get_texture()
	
	# Or custom text
	if (newInteractable.has_method("interaction_get_text")):
		interaction_text = newInteractable.interaction_get_text()
	
	# We'll update our texture and text
	get_node(interaction_texture_nodepath).texture = interaction_texture
	get_node(interaction_text_nodepath).text = interaction_text
	
	# Record the position we should fix ourselves to
	# This should be just above the interactable item
	fixed_position = Vector2(newInteractable.get_global_position().x, newInteractable.get_global_position().y - 50)
	
	# Move to our fixed position
	self.set_global_position(fixed_position)
	
	# Then ensure we show ourselves
	show()
I used this video as reference:
  I can share the zip file if it's needed.
The error is pointed at this line: get_node(interaction_component_nodepath).connect("on_interactable_changed", self, "interactable_target_changed", [], CONNECT_DEFERRED)