Access violution

hm… for some reason Mesh1P return 0! although I created it:

AWeapon::AWeapon (const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) {
	Mesh1P = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("WeaponMesh1P"));
	Mesh1P->CastShadow = false;
	Mesh1P->bCastDynamicShadow = false;
	RootComponent = Mesh1P;
}