Blueprint Runtime Error: "Accessed None trying to read property Enemy"

[FONT=Comic Sans MS]Hi, I’m new to unreal engine, and I’m trying out a beginner top-down wave shooter. Some of the code I made to set up a wave system and ai spawning is not functioning, and I get the error code that is in the title. I’ll link the code if anyone wants to take a look at it. I’ve been troubleshooting forever and I’m just so confused. Thank you in advance. I’d really appreciate some help soon as I’m almost done with the project and I’m trying to finish before the due date in 3 days. The full error code is Blueprint Runtime Error: “Accessed None trying to read property Enemy”. Blueprint: BP_AIManager Function: Enemies Spawned Graph: EnemiesSpawned Node: Bind Event to On Killed

accessed none on that bind almost always means the enemy reference is already null when the bind runs. common causes: the spawn node returns nothing because the spawn transform collides so nothing spawns, or the enemy got destroyed between spawn and bind, or the array element you loop over was never set.

fix order: validate the spawned enemy with is valid before bind event, print the spawn return to confirm something actually spawned, and move the bind into the enemy blueprint itself (bind on begin play to its own on killed dispatcher) instead of the manager reaching in. that removes the timing gap entirely.

Top Down Space Shooter Game Template, a modular Blueprint and C++ starter project for Unreal Engine 5, runs waves this way with pooled enemy spawns plus a central wave manager so you dont chase null refs: Top Down Space Shooter Game Template — Modular Blueprint & C++ Starter Project | Fab

also check the bind target, binding on killed on a class default instead of the spawned instance gives this exact error.