Enemy state machines really don’t care if the Player has a stateMachine, and these messages are saying that the agent is either inactive (we should check to see if the agent is active before trying to move while in Chasing State), or not on the NavMesh (which our code to avoid getting knocked off of the NavMesh should have covered.
This is a problem that at this point you should know the solution for.
You don’t have a NavMesh on the Player, and it’s erroring on this line… Since there’s no NavMeshAgent, how else could you move the player to the respawnLocation.position?