Accessed none error with AI Spawn, Behavior tree

Everything is working fine but i get this accessed none error in my custom AI_controller BP

However, if i place the enemies manually on the level, i won’t get this error.
But if the enemies are getting spawn with a trigger during runtime then the error appears.
Any help is appreciated.

A simple delay after the EventBeginPlay solved it. :slight_smile:
The BP looked for the location before the first enemy was even spawned. So it returned accessed none.

A simple delay after the Event Begin Play solved the Problem.
The Blueprint looked after a location before the first enemy was spawned. So it returned Accessed none.