The issue I have is this
EventHandler.GetActionList error: target object cannot be null.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateCharacterController.Events.EventHandler:GetActionList(Object, String) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/EventHandler.cs:152)
Opsive.UltimateCharacterController.Events.EventHandler:UnregisterEvent(Object, String, Action`2) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/EventHandler.cs:741)
Opsive.UltimateCharacterController.Items.Actions.MeleeWeapon:OnDestroy() (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Actions/MeleeWeapon.cs:938)
Characters array resized. For best performance increase the size of the Start Character Count variable within the Kinematic Object Manager to a value of at least 3.
UnityEngine.Debug:LogWarning(Object)
Opsive.UltimateCharacterController.Game.KinematicObjectManager:RegisterCharacterInternal(UltimateCharacterLocomotion) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:442)
Opsive.UltimateCharacterController.Game.KinematicObjectManager:RegisterCharacter(UltimateCharacterLocomotion) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:430)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:OnEnable() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:618)
Warning: Ride has a higher priority then the MoveTowards ability. This will cause unintended behavior.
UnityEngine.Debug:LogWarning(Object)
Opsive.UltimateCharacterController.Character.Abilities.MoveTowards:StartMoving(AbilityStartLocation[], Ability) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/MoveTowards.cs:91)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(Ability, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1126)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(Ability, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1041)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(Ability) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1030)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:TryStartAbility(Ability) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:231)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:UpdateAbilityInput(Ability[]) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:128)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:UpdateAbilityInput() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:98)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:Update() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:73)