UPROPERTY Component Classs Type Mismatch in from C++ To BP

I have created a CharacterMovementComponent that inherits from the base one. For some reason when trying to access this property from it in blueprints, it thinks its a different class, or its thinking its from the parent class and not the applicable class I have modified.

Any help would be greatly appreciated. Working from this tutorial (A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums), and got everything working perfectly except for this wrench in the gears.

class HORRORGAME_API UHGCharacterMovementComponent : public UCharacterMovementComponent
{
	GENERATED_UCLASS_BODY()

        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sprint")
		bool IsSprinting;
}

Nothing wrong here the Variable “CharacterMovment” is a variable define on the pawn and is of type “UCharacterMovment”

So when you read it you get the ‘UCharacterMovment’ version of your object ( and thus you need to cast it back to “UHGCharacterMovementComponent” )

You can add a variable on your PortagonisticCharacter of type “UHGCharacterMovementComponent” and in begin play code assign it to the casted version of “CharacterMovment”