Access violation error while closing bp tab [Resolved]

When i try to close my blueprint tab after opening it.

MachineId:213D6C634D273C60663AD3908F573322
EpicAccountId:

Access violation - code c0000005 (first/second chance not available)

UE4Editor_AIModule!AAIController::MoveTo() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\aimodule\private\aicontroller.cpp:624]
UE4Editor_KnightOfDawn_3745!AEnemy_Character::OnEnemy_EscapeAware() [d:\knightofdawn\source\knightofdawn\npc\enemy\enemy_character.cpp:123]
UE4Editor_KnightOfDawn_3745!AEnemy_Character::execOnEnemy_EscapeAware() [d:\knightofdawn\source\knightofdawn\npc\enemy\enemy_character.h:15]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4474]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1308]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:649]
UE4Editor_Engine!TMulticastScriptDelegate::ProcessMulticastDelegate() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\uobject\scriptdelegates.h:459]
UE4Editor_Engine!UPrimitiveComponent::EndComponentOverlap() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2197]
UE4Editor_Engine!AActor::ClearComponentOverlaps() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:1174]
UE4Editor_Engine!UWorld::DestroyActor() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:600]
UE4Editor_Engine!UWorld::EditorDestroyActor() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\levelactor.cpp:479]
UE4Editor_Kismet!FBlueprintEditor::DestroyPreview() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:8115]
UE4Editor_Kismet!FBlueprintEditor::~FBlueprintEditor() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:2117]
UE4Editor_Kismet!FBlueprintEditor::vector deleting destructor'() UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::~SStandaloneAssetEditorToolkitHost() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\toolkits\sstandaloneasseteditortoolkithost.cpp:208] UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::scalar deleting destructor’()
UE4Editor_Slate!SDockTab::~SDockTab()
UE4Editor_UnrealEd!SDockTab::`scalar deleting destructor’()
UE4Editor_SlateCore!TArray >::~TArray >() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\containers\array.h:553]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5085]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5462]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5439]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1652]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Again got solved!!
I just needed to check AIController class, if it was null or not before using it, like:

if(MyAIController != nullptr)
MyAIController->MoveTo(Location);