# Skeletal Mesh Returns Null (Breakpoint usage)

**URL:** <https://forums.unrealengine.com/t/skeletal-mesh-returns-null-breakpoint-usage/479791>\
**Category:** C++\
**Tags:** Debugging, breakpoint, unreal-engine, CPP, question\
**Created:** [March 9, 2021, 2:19am UTC](https://forums.unrealengine.com/t/skeletal-mesh-returns-null-breakpoint-usage/479791 "2021-03-09T02:19:14Z")\
**Posts on this page:** 1\
**Page:** 1

<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:** [March 9, 2021, 2:19am UTC](https://forums.unrealengine.com/t/skeletal-mesh-returns-null-breakpoint-usage/479791/1 "2021-03-09T02:19:14Z")

</div>

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());
}
```
