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"));
}