Destroy spawned enemies

I forgot to answer, yes. I am using blank BPs that i place all around the map. when i overlap a collision spawn box, it will get all of these BPs and have them spawn the respective actors.

i then have another collision box, and when overlapped, it moves the enemy destroy box over the open world and destroys all enemies. this is what that box does:

I added the IsValid node and now all of the accessed none errors are gone. Instead i have a slew of “pending kill or garbage.”

Is it bad to have all of these? I feel like accessed none is worse than garbage. this just goes to the garbage collector and there is no worry right? Honestly, the way it is setup right now is working as intended, despite all of that garbage. i have so much to do in this project :disappointed_relieved: