Weird error glitch on blueprint

It’s not weird bug, all outputs off nodes are cleared after scope ends which happens when you call delay as it asynchronius, so 2nd set is getting None to target as it a new scope. I recommand you to move power up code to TwinStickPawn and call it from PowerUpCube, sets then will always have access to varable regardless where function was called. Also make boolean that controls if power up is active, or else player may toggle power up multiple time when it active and that might be buggy