Accessed None error on a direct refference to a persistent level object after play in editor... sometimes.

I mean, I guess it’s possible that could work, but my expectation is that the literal reference to an actor which is guaranteed to always be in the level should be the safest reference possible. I’m not hoping it spawns in time, or hoping it gets found in time, I put it in the level, it should exist before any code is run. Adding a Get Actors node seems to just add another place for the code to fail, possibly further obscuring the actual problem. The problem being, Why is the game acting differently after I have run the PIE once?

This breaks down to two questions:
How do I solve this so that the bad state doesn’t keep screwing up my workflow?

  • Your solution might help

How do I ensure this will never occur in the release build?

  • Your solution would complicate matters and make me less confident in the code… but maybe my confidence is misplaced? Maybe the literal reference is actually less dependable by some eccentricity of the Unreal Engine’s architecture?