Custom UActorComponent

Hi there,

I have my custom UActorComponent, I want to add it to my character , Component will appear on editor under my character , but when I call m_grabComponent->DoStuff() it is NULL .
What I’m missing ? thanks.

// Sets default values for this component's properties
USGrabObjectComponent::USGrabObjectComponent()
	: m_bBlockFrontMovementNextTick(false)
	, m_bBlockRightMovementNextTick(false)
	, m_fGrabbingDistanceTreshold(10.f)
	, m_fYawClampValueGamepad(0.1f)
	, m_fYawClampValueMouse(1.f)
	, m_fLastSignGrabbingRightward(0.f)
	, m_fLastSignGrabbingForward(0.f)
	, m_bCanYaw(true)
	, m_bCanYawLeft(true)
	, m_bCanYawRight(true)
	, m_bCanMoveLeft(true)
	, m_bCanMoveRight(true)
	, m_bCanMoveForward(true)
	, m_bCanMoveBackward(true)

{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	bWantsBeginPlay = true;
	PrimaryComponentTick.bCanEverTick = true;

	// ...
}



ASurvivalCharacter::ASurvivalCharacter(const class FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer.SetDefaultSubobjectClass<USCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
	, TIME_TO_CONSIDER_INPUT_AS_PRESSED(0.5f)
	, m_fInteractTimeCounter(0.f)
	, m_fDropThrowTimeCounter(0.f)
	, m_bIsInteractTimerActive(false)
	, m_bIsDropThrowTimerActive(false)
	, m_actualEquippedObject(nullptr)
	, m_fInitialBaseTurnRate(45.f)
	, m_fSpeedMultiplier(1.f)
	, m_bHangingDecaysStamina(true)
	, m_bWallRunningDecaysStamina(true)
	, m_bClimbingLedgeDecaysStamina(true)
	, m_fStaminaFixedTimeForRecoveryWait(0.1f)
	, m_fStaminaMaxWaitingTime(5.0f)
	, m_fTimeToWaitForStaminaRecovery(0.f)
	, m_fStaminaDelayCounter(0.f)
	, m_bWaitToRecoveryStamina(false)
	, m_eStaminaRecoveryState(ESRS_END)
{
...
...
...
	m_grabComponent = CreateDefaultSubobject<USGrabObjectComponent>(TEXT("GrabComponent"));
...
...
...
}