BlueprintImplementableEvent called within another function outside class scope

Understood, I will! What makes using a static variable pointing to a game actor very dangerous? Is there something I can do as an alternative? So, the fact that I wasn’t passing threads back asynchronously was causing the Assertion error and the crash you think? Seemed to be conflicting with the Play Sound 2D node I have running on Initialize Play. Maybe they were contesting over a thread? I’m new to this lol sorry. I’m thinking a delegate off a game instance subsystem might be a better way to do it based on what others have said and what I’ve seen online.
Kinda like this:


I would subscribe the event initialize Play to the callback Play or something. Does that sound right like a better plan?