Building off of what @EveryNone said,
Basically every time you get an “Accessed none” error that variable has no data in it for unreal to read. So in this example the Hit actor is what you want to pass the information to your rotating actor
In your line trace, if you drag out of “out hit” and break hit result. you’ll want to transfer the data from “Hit Actor” to your rotating object as this will let your code know that is the exact actor you want to use your grappling hook on.
Come out of true and set your rotating actor, then plug in hit actor {I’d make Hit actor a local variable myself}. Make sure out of the false branch you also set the rotating actor but leave it blank so if you line trace again and don’t hit anything then it clears your rotating actor value.
If for any reason this doesn’t make sense, perhaps this video will help. It’s on interacting with items, but the principal with line tracing and passing info is the same