Skeletal Mesh Components return NULL (Breakpoint Usage)

The Skeletal meshs are triggering a break point. But during compilation everything is fine in the class hierarchy which is quite wierd. But when I try to open the UE4 editor Microsoft Visual Studio triggers a breakpoint saying that every mesh EXCEPT the Weapon mesh is NULL. Any advice or help would be appreciated thank you for your time in advance.

	UPROPERTY(EditAnywhere, Category = "LeftArmSkeleton")
		class USkeletalMeshComponent* SkeletonLeftArm;
	UPROPERTY(EditAnywhere, Category = "HeadSkeleton")
		class USkeletalMeshComponent* SkeletonHead
	UPROPERTY(EditAnywhere, Category = "RightArmSkeleton")
		class USkeletalMeshComponent* SkeletonRightArm;
	UPROPERTY(EditAnywhere, Category = "TorsoSkeleton")
		class USkeletalMeshComponent* SkeletonTorso;
	UPROPERTY(EditAnywhere, Category = "LeftLegSkeleton")
		class USkeletalMeshComponent* SkeletonLeftLeg;
	UPROPERTY(EditAnywhere, Category = "RightLegSkeleton")
		class USkeletalMeshComponent* SkeletonRightLeg;
ACharacter::ACharacter()
{	
	RootComponent = GetCapsuleComponent();
	GetMesh()->SetupAttachment(RootComponent);
	EnemyWeaponBaseMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponBaseMesh"));

	 EnemyWeaponBaseMesh->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, FName("EnemyWeaponBase"));
	 SkeletonHead = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("HeadSkeleton"));
	 SkeletonHead->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, FName("HeadSocket"));
	SkeletonLeftArm = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("LeftArmSkeleton"));
	SkeletonLeftArm->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, FName("LeftShoulderSocket"));
	SkeletonRightArm = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MilitantRightArmSkeleton"));
	SkeletonRightArm->SetupAttachment(GetMesh());
	SkeletonRightArm->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, FName("RightShoulderSocket"));
	SkeletonTorso = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MilitantTorsoSkeleton"));
	SkeletonHead->SetupAttachment(GetMesh());
	SkeletonTorso->SetupAttachment(GetMesh());
	SkeletonRightLeg = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("RightLegSkeleton"));
	SkeletonRightLeg->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, FName("RightUpLegSocket"));
	SkeletonLeftLeg = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("LeftLegSkeleton"));
	SkeletonLeftLeg->SetupAttachment(GetMesh());
	SkeletonLeftLeg->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, FName("LeftUpLegSocket"));
	
}

Instead of using ->AttachToComponent(); I used ->SetupAttachment();