No, after the entity is removed, its pointer is null/invalid (and thus all skills are unreadalbe),
and I operate on a list of handles to entities, read out
by other codeparts.

I guess its simply an engine flaw, to miss
a robust way to check for valid handles, without a
warning thrown.

When I develop something, I always like to have errors thrown and not swallowed,
but not if there is no correct way to handle it.



But thanks for your help