Blueprint Runtime Error accessed none, issue with Perform Condition Check AI


I’m in need of assistance I’m following a YouTube tutorial by Liaret named AI Melee Attacking Player and I’ve followed and built up an AI using his videos. I’ll put a link to his video in the post. Basically I’m at a point where I want the AI character to move randomly, move towards me once I’m in range, then attack me when he’s close enough. Everything works fine and the AI does attack once, then just stands still afterwards. Stopping the sketch results in an error message linked below. I’ve done some research and people have fixed it by adding a isValid but that hasn’t worked for me. Any ideas?

Blueprint Runtime Error: “Accessed None trying to read property K2Node_DynamicCast_AsRampage_2”. Blueprint: isinattackdistance Function: Perform Condition Check AI Graph: PerformConditionCheckAI Node: Return Node