BindAbilityActivation-ToInputComponent causing Exception

Hello

I am getting exception when i make the call below

	FGameplayAbilityInputBinds lc_abilityBinbds = FGameplayAbilityInputBinds(
			FString("ConfirmTarget"),
			FString("CancelTarget"),
			FString("E_AbilityInputID"),
			static_cast<int32>(EAbilityInputID::ConfirmTarget),
			static_cast<int32>(EAbilityInputID::CancelTarget)
		);

	mvo_pGasComp->BindAbilityActivationToInputComponent(PlayerInputComponent,lc_abilityBinbds);

On stepping through the code i notice that lc_abilityBinbds is null by the time BindAbilityActivationToInputComponent is executing.

I check lc_abilityBinbds immediately after its created above and its never null , but what arrives
as parameter in BindAbilityActivationToInputComponent is null .

To be clear the strange thing happening is that the initialised lc_abilityBinbds parameter , which i check in debug mode is perefectly created, is null by the time i step inside
BindAbilityActivationToInputComponent .

When you step through the code its calls the function below a couple of times before arriving at
BindAbilityActivationToInputComponent and by the time it gets there, lc_abilityBinbds is null/empty/uninitialized

template <typename RangeType, typename ProjectionType>
	static FString JoinBy(const RangeType& Range, const TCHAR* Separator, ProjectionType Proj)

I am following the GasShooter example tutorial, and same thing works just fine in that project, no exception.
GAS-Shooter Example

I am using ue4 version 4.26.2

Cheers

Cheers