UE5.1.1 PIE Crash & Missing Gameplay Tags

I’ve been trying to incorporate code/systems from a couple tutorial C++ projects (GitHub - delgoodie/Zippy: Demo Project for Unreal Engine Tutorials & Topics tagged unreal-engine) into a new project and have managed to get everything to compile in Visual Studio 2022 without any errors and have double-checked all my settings in the editor, but the native gameplay tags I’m trying to implement are still not populating in the editor and the editor is consistently crashing when running the PIE.

Git: GitHub - BroUltra/Ultra

I’ve tried submitting a bug report regarding this problem but I’m not having luck finding it in the tracker, thought I’d check here as well to see if anyone has any clues/advice.

The editor crash message displays as follows:

Assertion failed: InputConfig [File:C:\Users\UltraBro\Documents\Unreal Projects\Ultra\Source\Ultra\Public\UltraEnhancedInputComponent.h] [Line: 27]

UnrealEditor_Ultra!UUltraEnhancedInputComponent::BindActionByTag<AUltraCharacter,void (__cdecl AUltraCharacter::*)(FInputActionValue const &)>() [C:\Users\UltraBro\Documents\Unreal Projects\Ultra\Source\Ultra\Public\UltraEnhancedInputComponent.h:27]

UnrealEditor_Ultra!AUltraCharacter::SetupPlayerInputComponent() [C:\Users\UltraBro\Documents\Unreal Projects\Ultra\Source\Ultra\Private\UltraCharacter.cpp:77]

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kernel32

ntdll

Figured out the issue myself: was misinterpreting the direction “If your Input Tags aren’t showing up, make sure that your AssetManagerclass is set as the default Asset Manager Class in the Engine Settings and restart the editor” listed in tutorial (Enhanced Input Binding with Gameplay Tags C++ | Tutorial) to mean that the Asset Manager Class should be set as THE default class instead of MY custom AssetManager class, and everything else fell into place after making that change.