How to set a textureTarget to a RenderTarget?

The C++ lines below are directly translated from the compiled version of the blueprints, however, this leads a crash during the compilation stage of the game.

cpp file:

UObject* testobj = LoadObject (nullptr,TEXT(“/Game/Materials/Screen_CapMaterial.Screen_CapMaterial”));

Zoom_Cam->TextureTarget = CastChecked(testobj, ECastCheckedType::NullAllowed);

Relevant header file line:

UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USceneCaptureComponent2D* Zoom_Cam;