Quick answer: Add an IsValid check before using the reference, set the reference earlier in execution, and re-acquire references after the target can be destroyed.
“Accessed None trying to read property” means a node touched a null object reference. Validating the reference before use removes the warning and the broken behavior. Here is how.
How to fix it
1. Guard with IsValid
Drop an IsValid (or Is Valid) node before any access to a reference that might be null, and branch so the access only runs when it returns true. This is the direct fix for the warning.
2. Set the reference earlier
If the variable should always point somewhere, assign it in BeginPlay or when the owning object is created, not lazily. The warning often means execution reached the read before the set node ran.
3. Re-acquire after destruction
References to actors that can be destroyed go stale. After a possible destroy, fetch the reference again rather than reusing a cached one that now points at a freed object.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.