Getting None from a GameState Array

The problem was indeed the concurrent getting from the Array.
I’ve made a Boolean that was True if someone was using the array and created another Event that looped back the call every few seconds, listing in an Array all the character controller that tried to access the getter while it was working, in this way every character gets his informations without problem.

I’m pretty sure there’s a better logic to make this work but for now it’s fine.