It is indeed on a prefab. I did some further debugging to verify that the issue I had was the one stated:Hi, by any chance is your Behavior Tree component part of a prefab ? If yes try reverting changes applied to the component and drag the enemy in this slot again to see if it changes anything, or if it's not a prefab just try setting it to none and then assigning it again. If that doesn't change anything, could you confirm that self.Value is null by checking for it precisely (without Object.IsValid) using some simple if statement and debug log line ?

The issue is that even if I DO assign it after spawn (which is what I do by default already), it still doesn't replicate to the Tasks. Is this expected when working with prefabs?The prefab is the issue. Prefabs are project-level assets which mean they cannot reference scene-level objects. This is a restriction in Unity and to get around it you need to assign the object at runtime after the prefab has been spawned.