Need help debugging

Wow thanks guys, that’s a lot of usefull information!

First of all, yep I’m dumb and tried to use NewObject() during the construction process of my PlayerCharacter.

Changing it to CreateDefaultSubobject<>() doesn’t do the trick, though.

I’m going to post the functions that seem to cause the hickup right here:

The one you allready know:

void URotationAnatomyMap::SetupNewComponent(FName InComponentName, float InPositiveYaw, float InNegativeYaw, float InPositivePitch, float InNegativePitch, float InPositiveRoll, float InNegativeRoll)
{
	URotationAnatomyMapComponent* TempMapComponent = NewObject<URotationAnatomyMapComponent>(this);		// This line was mentioned in the debug info, changed it still didn't work
	TempMapComponent->SetRotationValues(InPositiveYaw, InNegativeYaw, InPositivePitch, InNegativePitch, InPositiveRoll, InNegativeRoll);
	RotationAnatomyMapComponents.Add(InComponentName, TempMapComponent);
}

And the constructor of my PlayerCharacter:

APlayerCharacter::APlayerCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	// Setting up the main camera
	FPCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FPCamera"));
	FName HeadSocket = FName(TEXT("head"));
	FPCamera->AttachTo(GetMesh(), HeadSocket);

	// Setting up the rotation anatomy map
	RotationLimits = CreateDefaultSubobject<URotationAnatomyMap>(TEXT("RotationLimits"));

	/* Setting up an rotation anatomy map component for the angles between camera and head.
	 * Values for Yaw and Pitch can be found here (source in german) [https://de.wikipedia.org/wiki/Augenbewegung#Leistungen_des_Bewegungsapparates]. Roll is just a guess...
	 */
	RotationLimits->SetupNewComponent(FName(TEXT("CameraHead")), 50.0f, 50.0f, 45.0f, 60.0f, 15.0f, 15.0f); 	 // This line was mentioned in the debug info
}

Let me know if you need additional info!