EvaluateComponentSpace of FAnimNode_Base crashes the engine

As the title says , EvaluateComponentSpace from a FAnimNode_Base derived struct wont even execute a print function whereas the Evaluate executes without problems . In fact , the whole project crashes when i try to connect the graph node while having EvaluateComponentSpace implemented .

I have a strong feeling this is an engine bug and i hope the epic staff can respond to my question .

My problem :

  • EvaluateComponentSpace wont execute
  • The engine crashes when i connect the
    newly created node in the anim
    graph when EvaluateComponentSpace is

My .h file

struct FAnimNode_FullBodyIK : public FAnimNode_Base

	/** Used for containing the structure of the skeleton for accessing     during IK computation */
	/** Base Pose*/
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
		FComponentSpacePoseLink BasePose;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links, meta = (PinShownByDefault))
		FVector target_location_input;

	/** How Quickly to Blend In/Out of Turn Pose */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links, meta = (PinShownByDefault))
		float simple_alpha;

	virtual void Initialize(const FAnimationInitializeContext& Context) override;
	virtual void CacheBones(const FAnimationCacheBonesContext & Context) override;
	virtual void Update(const FAnimationUpdateContext & Context) override;
	virtual void EvaluateComponentSpace(FComponentSpacePoseContext & Output) override;

	virtual void Evaluate(FPoseContext& Output) override;

	AProtagonistCharacter *owning_actor;

	USkeletalMeshComponent *owning_skeleton;


class PANTHERPROJECT_API UAGNode_SkeletalControlBase : public UAnimGraphNode_Base
		UPROPERTY(EditAnywhere, Category = Settings)
		FAnimNode_FullBodyIK ik_Node;
	UAGNode_SkeletalControlBase(const FObjectInitializer& ObjectInitializer);

	/*I dont know what this is so its commented out.
	UPROPERTY(EditAnywhere, Category = "Attacks")
	FPA_AnimNode_StartCombo Node;

	void line_trace_func(FHitResult RV_Ragdoll_Hit, FName bone_text, FName trace_tag, FHitResult& Output);

	virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
	virtual FText GetTooltipText() const override;
	virtual FString GetNodeCategory() const override;
	virtual FLinearColor GetNodeTitleColor() const override;

	virtual FText GetControllerDescription() const;

The anim behaviour node .cpp functions :

void FAnimNode_FullBodyIK::EvaluateComponentSpace(FComponentSpacePoseContext & Output)

	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Actor Evaluate Component ");


void FAnimNode_FullBodyIK::Evaluate(FPoseContext & Output)
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Actor Evaluate Bone ");


void FAnimNode_FullBodyIK::Initialize(const FAnimationInitializeContext & Context)


void FAnimNode_FullBodyIK::CacheBones(const FAnimationCacheBonesContext & Context)



void FAnimNode_FullBodyIK::Update(const FAnimationUpdateContext & Context)

//	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Update");