"Accessed None" errors from Epic Games Behavior Tree tutorial

Ok so I am in UE 4.10.2 currently, and I have recently finished Epic’s official Basic AI/Behavior Tree tutorial. As it was in the tutorial it worked perfectly fine, but after I started to add more to the game, WITHOUT changing any of the Behavior Tree content, I kept getting dozens of Accessed None errors from the CloseEnough decorator made in the tutorial.

I checked the forums and found that it could have been from the cast to node not having a fail condition, so I fixed that. That fixed the compiler error in the blueprint editor, but now I get the aforementioned Accessed None errors after I close the preview window. As far as I can tell they aren’t harming the game at all, but they are incredibly annoying so I really want to fix the problem if possible.

I also included a screenshot of the Behavior Tree in action because I saw small red bars on some of the Blackboard conditions that said they had failed when I hovered over them. I’m not sure whether it was supposed to be a fail (because the AI could/couldn’t see the player character) or if there is a bug that the compiler isn’t picking up.

Someone else on the forums said that an IsValid? node may be needed for one of the objects, but I have no idea where, does anyone have any ideas?