BehaviorTree make and NPC Enemy Blueprint 2D Spirte

NPC Enemy Blueprint with 2D Sprite and Event BeginPlay Run Behavior Tree with Get AIController.
Get Message Log text:
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetAIController_ReturnValue”. Blueprint: NPC_Blueprint1 Function: Execute Ubergraph NPC Blueprint 1 Graph: EventGraph Node: Run Behavior Tree





You should click on the link the log gave you:

The editor will show you the exact node where the error occured, which is not in your “AIBlueprint” bur “NPC_Blueprint1” anyway.

Thanks, but need simple 2D Sprite AI Enemy who every 5 seconds change random positions, search in custom radius player and if found always attack player. Change Position, Search Player, Attack Player.