ActionRPG crash with multiple child of parent NPC pawn

I’m using the Action RPG demo as a base for my own project and I began by spawning several enemy NPC’s of the same class and this worked as expected. Each could take damage and had the attributes I set for them in their Passive Gameplay Effect variable. However when I made a second child of that NPC base class the game crashes if any of it’s attributes are accessed or if I attempt to modify them. They will spawn in but if I use any of the Get Attribute functions that target the RPGCharacter Base in their graph or if any effects attempt to change one of their base attributes - like taking damage - the editor crashes. Here is my crash log for reference. Any help is appreciated!

P.S.- the move speed attribute is mentioned first in this log because I use the Get Move Speed function when the pawn is spawned.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000a4

UE4Editor_GameplayAbilities
UE4Editor_ActionRPG!ARPGCharacterBase::HandleMoveSpeedChanged() [F:\depot\Project\Source\ActionRPG\Private\RPGCharacterBase.cpp:408]
UE4Editor_ActionRPG!URPGAttributeSet::PostGameplayEffectExecute() [F:\depot\Project\Source\ActionRPG\Private\Abilities\RPGAttributeSet.cpp:215]
UE4Editor_GameplayAbilities
UE4Editor_GameplayAbilities
UE4Editor_GameplayAbilities
UE4Editor_GameplayAbilities
UE4Editor_GameplayAbilities
UE4Editor_ActionRPG!ARPGCharacterBase::AddStartupGameplayAbilities() [F:\depot\Project\Source\ActionRPG\Private\RPGCharacterBase.cpp:47]
UE4Editor_ActionRPG!ARPGCharacterBase::PossessedBy() [F:\depot\Project\Source\ActionRPG\Private\RPGCharacterBase.cpp:219]
UE4Editor_Engine
UE4Editor_AIModule
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
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UE4Editor_UnrealEd
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UE4Editor
UE4Editor
kernel32
ntdll

To remove possible other issues I tested this by making a new pawn using RPGCharacterBase as it’s parent and made a new controller for it using AIController as it’s base. And set it’s PassiveGameplayEffect to initialize all the default attributes to 100. When I start the game the NPC lists it’s health as 1 no matter what I set it’s max health value to be. And if I try to use the Get Max Health function it crashes. For some reason it seems like the Passive Gameplay Effect isn’t applied when the pawn is spawned.

Thought I’d write the solution I ended up with even though I still don’t have a definitive answer for what caused the problem.

I ended up removing one layer of children that I had under the C++ parent class RPGCharacterBase. The hierarchy I ended up with is C++ RPGCharacterBase > base class character > base class NPC > NPC i spawn in the world. This resolved the issue and the NPC I spawn has their initial attributes set by my effect used in the Passive Gameplay Effect variable correctly. Hope this helps someone if they run across the same issue I did!