[=Chumble;172254]
If not, he could try putting in a branch and attach an “is valid” with the actor there to give it one last check before destroying it, though there’s still the chance that in the time between checking if it was valid and trying to destroy it, it gets destroyed.
I think the solution might lie more in a “run once” node to ensure it is only destroyed once, then possibly add a delay of one second after it is destroyed and loop the execution back to the “reset” pin. It’s kind of a hack-y solution but I think it would work.
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I asked because I often get “Accessed None” for the completely wrong node. Like I’ll remove the node where it says the error is, and then the error just moves to another node.