Crash Attaching component to skeletalmesh

Hi,

I’m sure that the solution is very easy but I can’t find it…

I have a class inherited from ACharacter and I want to attach two sphere components to sockets. I initialize the components in constructor and attach them in PostInitializeComponents function



void AEnemyShooter::PostInitializeComponents()
{	
	Super::PostInitializeComponents();
	
	if (LeftHandSocket != NAME_None && GetMesh())
	{			
		LeftHandCollisionComp->AttachTo(GetMesh(), LeftHandSocket);
	}
...
...


But in the line where the component is going to be attached the game crashes (editor and code either). The error come from USceneComponent class:



void USceneComponent::AttachTo(class USceneComponent* Parent, FName InSocketName, EAttachLocation::Type AttachType /*= EAttachLocation::KeepRelativeOffset */, bool bWeldSimulatedBodies /*= false*/)
{
	if(Parent != NULL)
	{
		**if (Parent == AttachParent && InSocketName == AttachSocketName && Parent->AttachChildren.Contains(this))**
...


Any idea what is the mistake??

Thanks

from a rough first look I guess LeftHandCollisionComp is NULL . Have you initialised LeftHandCollisionComp to a sphere component in the AEnemyShooter class constructor?