# Skeletal Mesh Components return NULL (Breakpoint Usage)

**URL:** <https://forums.unrealengine.com/t/skeletal-mesh-components-return-null-breakpoint-usage/479814>\
**Category:** C++\
**Tags:** breakpoint, unreal-engine, CPP, question\
**Created:** [March 9, 2021, 2:20am UTC](https://forums.unrealengine.com/t/skeletal-mesh-components-return-null-breakpoint-usage/479814 "2021-03-09T02:20:20Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Quaked54](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Quaked54](https://forums.unrealengine.com/u/Quaked54)\
**Post date:** [March 9, 2021, 2:20am UTC](https://forums.unrealengine.com/t/skeletal-mesh-components-return-null-breakpoint-usage/479814/1 "2021-03-09T02:20:20Z")

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> 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"));
	
}

```

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<div class="post-metadata">

**Author:** ![Quaked54](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Quaked54](https://forums.unrealengine.com/u/Quaked54)\
**Post date:** [April 23, 2021, 5:50pm UTC](https://forums.unrealengine.com/t/skeletal-mesh-components-return-null-breakpoint-usage/479814/2 "2021-04-23T17:50:07Z")

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