Quick answer: Set an explicit SpawnCollisionHandlingOverride (AdjustIfPossibleButAlwaysSpawn for gameplay-critical spawns), raise spawn points to account for the actor's origin, and always null-check the spawn result.
UE refuses the spawn rather than embedding an actor in a wall, and returns null — which becomes an Accessed None one node later. Decide per spawn whether position or existence matters more. Here is how.
How to fix it
1. Choose the collision handling deliberately
In C++ set SpawnParams.SpawnCollisionHandlingOverride; in Blueprints the SpawnActor node's Collision Handling dropdown. 'Always Spawn' for must-exist gameplay actors, 'Adjust' to nudge free, default-fail only for cosmetic clutter.
2. Account for the pivot
An actor whose mesh is centered on its origin spawned at floor height starts half-embedded; offset the spawn Z by the capsule half-height or bounds extent.
3. Validate spawn points at author time
An editor utility that sweeps each spawn point with the actor's collision catches bad placements before players do.
4. Null-check the return
Whatever the policy, SpawnActor can return null — branch on it and log location plus class so failures in the wild are diagnosable.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.