Skeletal Mesh Returns Null (Breakpoint usage)

I am creating multiple default sub objects then attaching the mesh to the main character mesh. Nothing bad happens during runtime and even when I run a function checking to see if the mesh is null the function runs.(Meaning the skeletal mesh is not null but it seems like it is not null only during runtume.)

ACharacter::ACharacter()
{
	PrimaryActorTick.bCanEverTick = true;
	Health = 150;	
	EnemyWeaponBaseMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponBaseMesh"));
	EnemyWeaponBaseMesh->AttachToComponent(SkeletonRightArmJill, FAttachmentTransformRules::SnapToTargetIncludingScale, FName("EnemyWeaponBase"));

//Here it triggers a breakpoint.

	SkeletonHead = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("HeadSkeleton"));
	SkeletonLeftArm = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MilitantLeftArmSkeleton"));
	SkeletonRightArm = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MilitantRightArmSkeleton"));
	SkeletonTorso = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MilitantTorsoSkeleton"));
	SkeletonRightLeg = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MilitantRightLegSkeleton"));
	SkeletonLeftLeg = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MilitantLeftLegSkeleton"));
	EnemyWeaponBaseMesh->SetupAttachment(GetMesh());
	SkeletonHead->SetupAttachment(GetMesh());
	SkeletonTorso->SetupAttachment(GetMesh());
	SkeletonLeftArm->SetupAttachment(GetMesh());
	SkeletonRightArm->SetupAttachment(GetMesh());
	SkeletonRightLeg->SetupAttachment(GetMesh());
	SkeletonLeftLeg>SetupAttachment(GetMesh());
	
}
void ACharacter::SetMasterPoseComponent()
{
	SkeletonHead->SetMasterPoseComponent(GetMesh());
	SkeletonLeftArm->SetMasterPoseComponent(GetMesh());
	SkeletonRightArm->SetMasterPoseComponent(GetMesh());
	SkeletonTorso->SetMasterPoseComponent(GetMesh());
	SkeletonLeftLeg->SetMasterPoseComponent(GetMesh());
	SkeletonRightLeg->SetMasterPoseComponent(GetMesh());
	EnemyWeaponBaseMesh->SetMasterPoseComponent(GetMesh());
}