Unhandled exception when trying to test my Spawner class

Hello guys,

So I’ve been working on a project for a bit now, and I’ve hit somewhat of a painful snag. I’m making an FPS and am in the process of creating a weapon spawner. I have the core spawner class created in C++, but I would like to make different types of spawners (ie. Weapon, Pickup, and Objective) via blueprints.

Currently I have the following code for my game’s spawner class:

MNSpawner.h

#pragma once

#include "GameFramework/Actor.h"
#include "MNPickup.h"
#include "MNSpawner.generated.h"

/**
 * 
 */
UCLASS()
//Abstract, BlueprintType, Blueprintable, Config = Engine
class MONKEYNUTS_API AMNSpawner : public AActor
{
	GENERATED_UCLASS_BODY()

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Spawning)
	TSubobjectPtr<UBillboardComponent> EditorMarker;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Spawning)
	TSubobjectPtr<USceneComponent> SceneComponent;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spawning)
	UClass* ObjectToSpawn;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spawning)
	TSubclassOf<AMNPickup> ClassToSpawn;



	//Float variable containing the amount of time it takes for an item to respawn
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spawning)
		float fSpawnTime;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spawning)
		FVector SpawnerLocation;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spawning)
		FRotator SpawnerRotation;

	//Float containing the amount of time (in seconds) until the object spawns
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spawning)
		float fTimeTilSpawn;

	UFUNCTION(BlueprintCallable, Category = Spawning)
		void SpawnObject(UClass* ThingToSpawn, FVector SpawnerPos, FRotator SpawnerRot);

	UFUNCTION()
		virtual void Tick(float DeltaSeconds) override;
};

MNSpawner.cpp

#include "MonkeyNuts.h"
#include "MNSpawner.h"



AMNSpawner::AMNSpawner(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	SceneComponent = PCIP.CreateDefaultSubobject<USceneComponent>(this, TEXT("SceneComponent"));
	EditorMarker = PCIP.CreateDefaultSubobject<UBillboardComponent>(this, TEXT("EditorMarker"));
	RootComponent = SceneComponent;
	EditorMarker->AttachTo(RootComponent);



	FVector SpawnerLocation = AActor::GetActorLocation();
	FRotator SpawnerRotation = AActor::GetActorRotation();
}

void AMNSpawner::SpawnObject(UClass* ThingToSpawn, FVector SpawnerPos, FRotator SpawnerRot){
	UWorld* CurrentWorld = GEngine->GetWorld();

	if (CurrentWorld != NULL){
		if (ThingToSpawn != NULL){
			FActorSpawnParameters SpawnParameters;
			CurrentWorld->SpawnActor<AMNPickup>(ThingToSpawn, SpawnerPos, SpawnerRot, SpawnParameters);
		}
	}
}

void AMNSpawner::Tick(float DeltaSeconds){
	if (fTimeTilSpawn <= 0){
		SpawnObject(ObjectToSpawn, SpawnerLocation, SpawnerRotation);
	}
}

I have additionally attached my Weapon Spawner blueprint (BP_MNWeaponSpawner) . I really don’t understand what’s going on here. Can anyone explain why this crashing might be happening?