Dialogue Plugin

Hello. I have made code changes to add UTexture2D to the nodes. It works, but only with already created dialogs (The already created dialogs allow me to select a texture for the node.). When I try to create and save a new dialog asset, I get an editor crash.


Dialogue.h

USTRUCT(BlueprintType)
struct FDialogueNode
{
	GENERATED_USTRUCT_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue Node")
	int32 id = -1;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue Node")
	bool isPlayer = false;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue Node")
	FText Text;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Dialogue Node")
	UTexture2D* TextureCard;
DialoguePluginEditorDetails.cpp

...
		const TSharedPtr<IPropertyHandle> ConditionsField = Child->GetChildHandle("Conditions");
		const TSharedPtr<IPropertyHandle> SoundField = Child->GetChildHandle("Sound");
		const TSharedPtr<IPropertyHandle> DialogueWaveField = Child->GetChildHandle("DialogueWave");

		const TSharedPtr<IPropertyHandle> TextureCardField = Child->GetChildHandle("TextureCard");		// my edit
		
		CurrentNodeCategory.AddProperty(IsPlayerField);
		CurrentNodeCategory.AddProperty(DrawCommentBubble);
		CurrentNodeCategory.AddProperty(Comment);
		CurrentNodeCategory.AddProperty(EventsField);
		CurrentNodeCategory.AddProperty(ConditionsField);		
		CurrentNodeCategory.AddProperty(SoundField);
		CurrentNodeCategory.AddProperty(DialogueWaveField);	

		CurrentNodeCategory.AddProperty(TextureCardField);		// my edit

.

Summary

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_Engine!UE::Transaction::FPersistentObjectRef::FPersistentObjectRef() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TransactionCommon.cpp:37]
UnrealEditor_Engine!UE::Transaction::FSerializedObjectDataWriter::operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TransactionCommon.cpp:302]
UnrealEditor_Core!FStructuredArchiveSlot::operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchiveSlots.cpp:260]
UnrealEditor_CoreUObject!FObjectProperty::SerializeItem() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObject.cpp:119]

UPD: I changed the code to

UTexture2D* TextureCard = nullptr;

and now the editor doesn’t crash. Strange that without nullptr it worked in already created in assets.