What is error NativeCalls.cs:6183 and NativeCalls.cs:5204 and how are they to be fixed?

// Error:

E 0:00:01:0733 NativeCalls.cs:6183 @ Godot.GodotObject Godot.NativeCalls.godot_icall_1_693(nint, nint, Godot.NativeInterop.godot_node_path): Node not found: “CameraPivot/CameraBoom/camera” (relative to “/root/Main/Newt”).
<C++ Error> Method/function failed. Returning: nullptr
<C++ Source> scene/main/node.cpp:1651 @ get_node()
NativeCalls.cs:6183 @ Godot.GodotObject Godot.NativeCalls.godot_icall_1_693(nint, nint, Godot.NativeInterop.godot_node_path)
Node.cs:802 @ Godot.Node Godot.Node.GetNode(Godot.NodePath)
NodeExtensions.cs:47 @ T Godot.Node.GetNode(Godot.NodePath)
Newt.cs:37 @ void Newt._Ready()
Node.cs:2137 @ bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Node3D.cs:1036 @ bool Godot.Node3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CollisionObject3D.cs:564 @ bool Godot.CollisionObject3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
PhysicsBody3D.cs:210 @ bool Godot.PhysicsBody3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CharacterBody3D.cs:755 @ bool Godot.CharacterBody3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Newt_ScriptMethods.generated.cs:58 @ bool Newt.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)

E 0:00:01:0695 NativeCalls.cs:5204 @ Godot.NativeInterop.godot_bool Godot.NativeCalls.godot_icall_2_584(nint, nint, Godot.NativeInterop.godot_string_name, Godot.NativeInterop.godot_bool): The InputMap action “capture_mouse” doesn’t exist.
<C++ Error> Condition “!InputMap::get_singleton()->has_action(p_action)” is true. Returning: false
<C++ Source> core/input/input.cpp:293 @ is_action_just_pressed()
NativeCalls.cs:5204 @ Godot.NativeInterop.godot_bool Godot.NativeCalls.godot_icall_2_584(nint, nint, Godot.NativeInterop.godot_string_name, Godot.NativeInterop.godot_bool)
Input.cs:248 @ bool Godot.Input.IsActionJustPressed(Godot.StringName, bool)
Newt.cs:49 @ void Newt._Process(double)
Node.cs:2131 @ bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Node3D.cs:1036 @ bool Godot.Node3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CollisionObject3D.cs:564 @ bool Godot.CollisionObject3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
PhysicsBody3D.cs:210 @ bool Godot.PhysicsBody3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CharacterBody3D.cs:755 @ bool Godot.CharacterBody3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Newt_ScriptMethods.generated.cs:58 @ bool Newt.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)

Question

I’m new to Godot, and currently, I am collaborating to make a 3d game using C# in Visual Studio Code. When we both run the code, we are met with thousands of errors for every frame our code runs. When we are playing the game, there is nothing visibly wrong with it (our controls are wonky but that has been an issue). There is nothing that Visual Studio was able to catch either since it says that no problems have been detected. This makes it difficult as we both don’t even know what the problem is! Has anyone had a similar problem before and how were you able to resolve it?

Node not found: “CameraPivot/CameraBoom/camera” (relative to “/root/Main/Newt”).

it says it isn’t finding node CameraPivot/CameraBoom/camera

The second one is also quite explicit.