Crash for no reason | C++

i cant understand it too)
this is header
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

include “CoreMinimal.h”
include “Components/ActorComponent.h”
include “MagicComponent.generated.h”

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MYPROJECT2_API UMagicComponent : public UActorComponent
{
GENERATED_BODY()

public:
// Sets default values for this component’s properties
UMagicComponent();

void UseSpell();
void UseSpellWithCast();
UFUNCTION(BlueprintCallable)
void ChangeSpell(TSubclassOf<class ASpells_Base> NewSpell);
FString GetSpellName();

bool bCanDoMagic=true;

class UUserWidget* CastWidget;
UPROPERTY(EditAnywhere)
TSubclassOf<class UUserWidget> SpellCastWidget;
FTimerHandle MyTimerHandle;
void Casting();

class IINF_MainChar* CompOwner;

protected:
// Called when the game starts
virtual void BeginPlay() override;

public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

UPROPERTY(EditAnywhere)
TSubclassOf<class ASpells_Base> MagicImpulseClass;
UPROPERTY(EditAnywhere)
TSubclassOf<class ASpells_Base> MagicBlastClass;

UPROPERTY()
class ASpells_Base* CurrentSpell;

private:

UPROPERTY(EditAnywhere)
TSubclassOf FirstSpellClass;

TSubclassOf CurrentSpellClass;

};