Fire at characters location

I have a “gun” set up with a proxy zone and when the character enters the zone and while it is in the zone i want to shot at their location but i cant seam to manage it.

I have tried getting the character and fireing at ActorLocation but it just crashes

void AMyTurret::FireShot(){

	// If we it's ok to fire again
	if (bCanFire == true)
		UWorld* const World = GetWorld();

		// Get the camera transform
		FVector CameraLoc = this->GetActorLocation();
		FRotator CameraRot = this->GetActorRotation();
		GetActorEyesViewPoint(CameraLoc, CameraRot);

		// MuzzleOffset is in camera space, so transform it to world space before offsetting from the camera to find the final muzzle position
		FVector const MuzzleLocation = CameraLoc + FTransform(CameraLoc).TransformVector(GunOffset);
		FRotator MuzzleRotation = CameraRot;

		ACharacter* EnemyCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);

		if (World){
			FActorSpawnParameters SpawnParams;
			SpawnParams.Owner = this;
			SpawnParams.Instigator = Instigator;

			// spawn the projectile
			AMyProjectile* Projectile = World->SpawnActor<AMyProjectile>(MuzzleLocation, MuzzleRotation, SpawnParams);

			if (Projectile){
				// find launch direction
				FVector const LaunchDir = EnemyCharacter->GetActorLocation();//FVector(0.f, -2000.f, 0);

		bCanFire = false;
		World->GetTimerManager().SetTimer(TimerHandle_ShotTimerExpired, this, &AMyTurret::ShotTimerExpired, FireRate);

		// try and play the sound if specified
		if (FireSound != nullptr)
			UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());

		bCanFire = false;

You don’t seem to be checking if EnemyCharacter is null. Have you stepped through with a debugger yet?