Issues with setting a boolean in another class for functionality

Mechanically, my scene involves a security camera (basically a spotlight component) with a collision box attached to it. If the player walks into the collision box, the camera immediately stops its rotation pattern and tracks the player until the player leaves the collision box; then the camera returns to rotation. The idea is, lights in the environment will turn on and rotate when the trigger is activated by the player in the SecurityCamera class giving the visualisation of an alarm.

I’m essentially attempting to set the boolean “SecurityCameraDetectedPlayer?” to false on EventBeginPlay and toggle lights to OFF, until BeginEventOverlap is triggered in the SecurityCamera class. That will then enable the lights to turn on in the EnvironmentLight class, but only once it’s set to True. This is class-to-class and doesn’t involve the level blueprint.

The issue basically involves me being unable to set the boolean “SecurityCameraDetectedPlayer?” in my “EnvironmentLight” class due to: “Accessed None trying to read property SecurityCameraTargetInstance”. Blueprint: EnvironmentLight Function: Execute Ubergraph Environment Light Graph: EventGraph Node: Set SecurityCameraDetectedPlayer?

Now, I initially attempted casting to SecurityCamera, but couldn’t get the object reference. I then tried getting all actors with the array and that didn’t function. Finally, after wandering around the net and looking at tutorials, I created a variable and made it an object reference of the same class, then attempted to set it within the EnvironmentalLight class. All of these are either “NOTE - not necessary to cast”, or “accessed none.” The latter being accessed none. I’m aware of the fact the variable is empty, and that casting is a common problem in OOP; I’ve been frantically looking around these last few days and learned a bit. But I’m also not as experienced as I’d like to be and this can be confusing.

Anyone able to assist, please? Thanks!