Change Camera when i press a key C++

Hi! I have a Little problem with my code,whe i execute the UE crash,any idea?Thanks :smiley:

CameraMotion.h

#pragma once

#include "GameFramework/Actor.h"
#include "CameraMotion.generated.h"

UCLASS()
class IIWW_API ACameraMotion : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ACameraMotion();
	
	UPROPERTY(EditAnywhere)
		AActor* CameraOne;

	UPROPERTY(EditAnywhere)
		AActor* CameraTwo;

	float TimeToNextCameraChange;
	int cambio;

	//Funtions
	void cambioSuma() {
		cambio += 1;
	}

	void cambioRestar() {
		cambio -= 1;
	}
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

};

CameraMotion.cpp

#include "IIWW.h"
#include "CameraMotion.h"


// Sets default values
ACameraMotion::ACameraMotion()
{

 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void ACameraMotion::BeginPlay()
{
	Super::BeginPlay();
	cambio = 0;
}

// Called every frame
void ACameraMotion::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );


	const float TimeBetweenCameraChanges = 2.0f;
	const float SmoothBlendTime = 0.75f;
	TimeToNextCameraChange -= DeltaTime;

	if (TimeToNextCameraChange <= 0.0f) {

		TimeToNextCameraChange += TimeBetweenCameraChanges;

		APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);
		if (OurPlayerController) {
			if ((OurPlayerController->GetViewTarget() != CameraOne) && (CameraOne != nullptr) && cambio==0) {
				OurPlayerController->SetViewTargetWithBlend(CameraOne, SmoothBlendTime);
			}
			else if ((OurPlayerController->GetViewTarget() != CameraTwo) && (CameraTwo != nullptr) && cambio ==1) {
				OurPlayerController->SetViewTargetWithBlend(CameraTwo, SmoothBlendTime);
			}
		}
	}
	InputComponent->BindAction("Right", IE_Pressed, this, &ACameraMotion::cambioSuma);
	InputComponent->BindAction("Left", IE_Pressed, this, &ACameraMotion::cambioRestar);//This lines produce the crash
}