Crash overriding ChaosVehicleMovementComponent

Hello!

I keep hitting a crash attempting to overwrite the UChaosVehicleMovementComponent on my Chaos Vehicle Pawn:

Here’s my chaos vehicle header:

UCLASS()
class MYGAME_API AMyVehicle : public AWheeledVehiclePawn
{
	GENERATED_BODY()
	
public:
	AMyVehicle(const class FObjectInitializer& ObjectInitializer);
//...

Constructor implementation:

AMyVehicle::AMyVehicle(const class FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer.SetDefaultSubobjectClass<UMyVehicleVehicleMovement>(AWheeledVehiclePawn::VehicleMovementComponentName))
{
	PrimaryActorTick.bCanEverTick = true; //...

And the ChaosVehicleComponentSubclass doesn’t have anything implemented yet:

UCLASS()
class MYGAME_API UMyVehicleVehicleMovement : public UChaosVehicleMovementComponent
{
	GENERATED_BODY()
};

Then the engine crashes when it attempts to spawn the object. I feel like I’m missing something basic.

Also the crash report doesn’t appear to be symbolicated, is that normal?

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_ChaosVehicles
UnrealEditor_ChaosVehicles
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

I should note: if I remove the above initializer, it works fine.