Hi there. In the image that you’ve shown, at the moment you’re only destroying the component (the variable Static Mesh). When your update/tick function runs, it expects for the Static Mesh variable to still be alive. When you use the “Destroy Component” function, you’re only killing the Static Mesh variable. The DestroyComponent function destroys a component of the actor; not the actor itself. This means that the actor will still run it’s functionality such as the Event Tick. The next time the actor ticks, it will call the AddRelativeRotation function on the Static Mesh variable which is now either pending kill or dead; this is why the error is occurring.
If you want to destroy the actor when the player collides with the box, you will need to use the [DestroyActor function][1]. This destroys the actor completely. This way, the tick event won’t occur and these errors shouldn’t occur.