Enemy logic ported in theory, but running into bugs

Trying to test if enemy logic works, I have run into 3 bugs. The first:
an illegal reference exception on getTransform() when transitioning from
the menu to the cubes. Curiously, in the process of trying to track this
one down, I found that if I put a breakpoint at line 16 of MainMenu.cpp,
the problem no longer happens (what?)

Second and far more importantly to me, adding a logic module (spinmodule
in this case) to a game entity throws "Vector iterator not
incrementable" in LogicManager.Update();

I will move the bullet logic over in the meantime.