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Accessed None Error From Node

I keep getting an error in the on_destroyedEvent part of the blueprint. The error message is "Accessed None trying to read property K2Node_CustomEvent_ DestroyedActor". I have tried using is Valid nodes to resolve this and I still get the error.

Is anyone familiar with this issue that could suggest ways to fix this? Thank you very much for your time. alt text

Product Version: UE 4.15
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asked Apr 08 '17 at 06:28 AM in Using UE4

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TM1619
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Why is the bind OnDestroyed is bound from Character AND from the destroyed actor? Not really sure if im right here, but doesnt this mean it will loop over and over AFTER actor was destroyed? Character destroyed -> Event fires with Character as parameter. Since character IS destoryed -> Event fires with Character as parameter. Since character IS destoryed -> .... you catch my drift. Try only binding from Character and NOT from the event destroyed.

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answered Apr 08 '17 at 07:40 AM

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DDraiman1990
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