How i fix this

This is my code for the System I got Errors in
@editable KillImage : texture = DefaultImage i got this error: Unknown identifier DefaultImage.(3506)

Can anyone help me

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/UI }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Colors }
using { /Verse.org/Assets }
using { /Fortnite.com/UI }


# Persistable stats table
player_stats_data := class<final><persistable>:
    Version : int = 1
    Kills : int = 0
    PistolKills : int = 0
    ShotgunKills : int = 0
    ARKills : int = 0
    SMGKills : int = 0
    SniperKills : int = 0
    MeleeKills : int = 0
    Headshots : int = 0
    Jumps : int = 0
    Run : int = 0
    Emotes : int = 0
    Trolling : int = 0


# Player stats manager
player_stats_handler := class:
    var PlayerStats : [player]player_stats_data = map{}
    
    GetPlayerStats(Player : player) : player_stats_data =
        if (Stats := PlayerStats[Player]):
            Stats
        else:
            NewStats := player_stats_data{}
            if (set PlayerStats[Player] = NewStats) {}
            NewStats

    UpdatePlayerStats(Player : player, NewStats : player_stats_data) : void =
        if (set PlayerStats[Player] = NewStats) {}

# Achievement manager device
achievement_manager := class(creative_device):
    @editable
    UI_Button : button_device = button_device{}

    # Declare image assets as editable variables with default values
    @editable
    KillImage : texture = DefaultImage

    @editable
    PistolImage : texture = DefaultImage

    @editable
    ShotgunImage : texture = DefaultImage

    @editable
    ARImage : texture = DefaultImage

    @editable
    SniperImage : texture = DefaultImage

    @editable
    MeleeImage : texture = DefaultImage

    @editable
    HeadshotImage : texture = DefaultImage

    @editable
    JumpsImage : texture = DefaultImage

    @editable
    RunImage : texture = DefaultImage

    @editable
    EmoteImage : texture = DefaultImage
        
    
    @editable
    AchievementSound : audio_player_device = audio_player_device{}
    
    @editable
    var AchievementDenominators : []int = array{10, 50, 100, 250, 500, 1000}

    var PlayerMap : [player]custom_player = map{}
    var StatsManager : player_stats_handler = player_stats_handler{}

    OnBegin<override>()<suspends> : void =
        GetPlayspace().PlayerRemovedEvent().Subscribe(OnPlayerLeft)
        UI_Button.InteractedWithEvent.Subscribe(ShowPlayerUI)

    OnPlayerLeft(Player : player) : void =
        if (set PlayerMap[Player] = custom_player{}) {}

    ShowPlayerUI(Agent : agent) : void =
        if (Player := player[Agent]):
            if (CustomPlayer := PlayerMap[Player]):
                CustomPlayer.CreateUI(Agent, StatsManager.GetPlayerStats(Player))

# Custom player class for achievement tracking
custom_player := class:
    var Player : ?player = false
    var Sound : ?audio_player_device = false
    var UIShown : logic = false

    CreateUI(Agent : agent, Stats : player_stats_data) : void =
        if (UIShown = false):
            Canvas := canvas{}
            MainStack := stack_box{Orientation := orientation.Vertical}
            
            # Add achievement rows
            AddAchievementRow(MainStack, "Kills", Stats.Kills, NamedColors.White)
            AddAchievementRow(MainStack, "Pistol", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "Shotgun", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "AR", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "SMG", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "Sniper", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "Melee", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "Headshot", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "Jumps", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "Run", Stats.PistolKills, NamedColors.White)
            AddAchievementRow(MainStack, "Emote", Stats.PistolKills, NamedColors.White)
            # Add more rows as needed...

            Canvas.AddWidget(canvas_slot{Widget := MainStack})
            if (ConvertedPlayer := player[Agent], PlayerUI := GetPlayerUI[ConvertedPlayer]):
                PlayerUI.AddWidget(Canvas)
                set UIShown = true

    AddAchievementRow(Stack : stack_box, Title : string, Value : int, Color : color) : void =
        Row := stack_box{Orientation := orientation.Horizontal}
        TitleBlock := text_block{DefaultText := StringToMessage(Title), DefaultTextColor := Color}
        ImageWidget := texture_block{DefaultImage := KillImage}
        # Note: progress_bar is not a built-in widget, you may need to implement your own or use a different widget
        # ProgressBar := progress_bar{DefaultValue := Value * 1.0}
        
        Row.AddWidget(stack_box_slot{Widget := TitleBlock})
        # Row.AddWidget(stack_box_slot{Widget := ProgressBar})
        Stack.AddWidget(stack_box_slot{Widget := Row})

    StringToMessage<localizes>(InString : string) : message = "{InString}"

You should use optional instead

    @editable
    MaybeKillImage : ?texture = false

    if(KillImage := MaybeKillImage?):
          Print("blablabla")