What is causing Multiple errors of "Set Array Elem" and "EnemyAIControl"?

I went in today and modified many blueprints. Mostly it was expanding on my Behavior Tree. Clicking the links in the error message brings me directly to the same BP - which is called by this particular task on a branch in my behavior tree. It calls a BluePrint Interface function that “EnemyAIControl” has implemented. All of that should be fine as it’s one of many functions I have that gets called throughout the Behavior Tree. What is baffling me is that this function is blank (for now). All it has is the input node and the output node (linked together). So it’s empty essentially. Even though I went in and modified many blue prints, I didn’t do anything fancy, nothing where I would be worried about a memory leak. When I run the game everything is fine, the Ai behaves as expected. Even though I changed a bunch, it appears I linked everything up correctly or I would expect to see odd behavior going on - I don’t though. What I do see is over a minute or so the performance drops dramatically as if there was some sort of leak somewhere. Again, the BP function it references in the message log is bare bones, just an input and output node. There isn’t a Set Array Elem in there, nor am I casting as “UnitSD_C”. This BP interface function is on my EnemyAiControl Controller class, and I don’t cast to the pawn class at all in this BP. I think I’m losing my marbles on this one.

Okay, yeah I’m going nuts. I just closed and reopened the editor to see if that would help and now I see this in my BP interface function. Not sure how it happened but there it is. Anyhow, this doesn’t resolve anything. This is an incredibly simple thing going on so I still don’t understand what the error message is about. This Bp interface function is on my EnemyAiControl controller class. The task in my behavior tree Calls this BP interface function as I do with most of my tasks throughout my behavior tree. I have been keeping some flow control names in the tags on my Pawn’s. Most of my behavior tree uses them for condition checking and so on. I’m doing this because I’ve heard an update allowing for Custom BP data types *Through BluePrint is on it’s way so I figured I would just keep them listed in the Pawn Default Tag’s section because it keeps them out of the way and they are easily accessible. Anyhow, I have a series of tags in the default tab of the pawn and Index 1 is where I have tags that I use for it’s basic states (Moving, Idle, etc…). So why is this having trouble? That array of tags does exist, and the index one is perfect for where it should go.