Self zeroing blueprint child class values

In Enemy there is event _fireLoop which spawns BlasterBolt actor. If i remove the Spawn Actor from Class node from this event, the values stop being reset.

The BlasterBolt on collision check if it collided with Lightsaber by casting, so BlasterBolt references Lightsaber.
Lightsaber on the other hand, checks periodically if all enemies are dead, and if so, it turns off.

So references seem like this:
Enemy->BlasterBolt>Lightsaber->Enemy.
There is circular reference, so that may be causing trouble.

Why is it causing troubles? I think there should be at least some warning message.

EDIT: Yup, I’ve moved code that referenced other actors to PlayerCharacter to break reference circle and the values stop to reset.

I think that at least a warning about that should show somewhere in editor.