CreateDefaultSubobject Seems to have stopped making unique object names

Thanks for the reply; maybe my actual problem isn’t related to this (a crash when setting the attributes), but I’m sure before today the object name was something like AttributeSet_0, AttributeSet_1 etc. I’m not 100% though, but regardless, when the code later runs I get an EXCEPTION_ACCESS_VIOLATION:

		if (AttributeSet) {
			AttributeSet->SetLevel(InitialLevel);

If I output the name of AttributeSet before this it seems to be empty for everything but the most recently created character (the player). What it seems to be doing is creating the subobjects without unique references and then replacing them with each construction; but before today it wasn’t a problem and the code is very similar to the ActionRPG sample.

Edit:

Okay yeah so it still crashes even if I give them unique names like this:

	FName AbilitySystemComponentName = FName("AbilitySystemComponent_" + FString::FromInt(GetUniqueID()));
	FName AttributeSetName = FName("AttributeSet_" + FString::FromInt(GetUniqueID()));
	AbilitySystemComponent = CreateDefaultSubobject<UTLOKAbilitySystemComponent>(AbilitySystemComponentName);
	AttributeSet = CreateDefaultSubobject<UTLOKAttributeSet>(AttributeSetName);

So it looks like I’m barking up the wrong tree with regards to the crash; I’ll keep looking - thanks!