A crash occurs if the parent class logic is not used

I want to use the basic function of the controller class “SetupInputComponent”, I looked at the Unreal Engine Documentation, it is needed for key bindings and works with the connected input component.
Well, in general, I’m doing everything right, but if you do not execute the Parent logic of this function (Super::SetupInputComponent), then everything crashes. What is the problem? In the source code of the controller class itself, this function is empty and there is nothing in it.
I get access to the functions through the connected input component, in the off it is generally written that in each actor you can get it without any problems.

What is the problem?

It is very straightforward thing. When you override a virtual function in most cases you should call parent version, because parent version can be used to init or set some important things, which will be NULL if you dont call parent version inside your override version. If you dont want to call parent version you should take all main things from it and add it to your override version to keep those important things in good state.

SetupInputComponent is method of APlayerController and it is not empty in fact…