Jump causes crash

So I’m still fairly new to Unreal, and right now I’m trying to implement a double jump into the 2D sidescroller template, but when I jump, Unreal crashes immediately. I’m trying to override the CanJump() function so that it will allow the player to jump twice. I also override the Landed() function so that it will reset the jump count.
Here is the body of my character header file.


		void OnStartJump();
		void OnStopJump();

	/** Side view camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera, meta=(AllowPrivateAccess="true"))
	class UCameraComponent* SideViewCameraComponent;

	/** Camera boom positioning the camera beside the character */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	// The animation to play while running around
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Animations)
	class UPaperFlipbook* RunningAnimation;

	// The animation to play while idle (standing still)
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Animations)
	class UPaperFlipbook* IdleAnimation;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Movement")
		int32 MaxJumpCount;

		int32 CurrentJumpCount;

	/** Called to choose the correct animation to play based on the character's movement state */
	void UpdateAnimation();

	/** Called for side to side input */
	void MoveRight(float Value);

	bool CanJumpInternal_Implementation() const override;

	virtual void Landed(const FHitResult& Hit);

	/** Handle touch inputs. */
	void TouchStarted(const ETouchIndex::Type FingerIndex, const FVector Location);

	/** Handle touch stop event. */
	void TouchStopped(const ETouchIndex::Type FingerIndex, const FVector Location);

	// APawn interface
	virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
	// End of APawn interface


	/** Returns SideViewCameraComponent subobject **/
	FORCEINLINE class UCameraComponent* GetSideViewCameraComponent() const { return SideViewCameraComponent; }
	/** Returns CameraBoom subobject **/
	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }

Here’s the important bits of my character’s cpp file:

bool AJunglePlatformerCodeCharacter::CanJumpInternal_Implementation() const
	return Super::CanJump() || (GetCharacterMovement()->MovementMode == MOVE_Falling && CurrentJumpCount > 0 && CurrentJumpCount < MaxJumpCount);

void AJunglePlatformerCodeCharacter::OnStartJump()
	bPressedJump = true;

void AJunglePlatformerCodeCharacter::Landed(const FHitResult& Hit)
	CurrentJumpCount = 0;

void AJunglePlatformerCodeCharacter::OnStopJump()
	bPressedJump = false;

If anyone can find anything that immediately pops out as a crash-causer, please let me know.