Breakpoint on instancing C++ class using Blueprint

I am facing a issue un UE4,7.1. I created a simple class derived from AActor and attaching a USplineComponent to it.
Here is my class:

// Fill out your copyright notice in the Description page of Project Settings.
//MySplineGenerator.cpp
#include "test.h"
#include "MySplineGenerator.h"


// Sets default values
AMySplineGenerator::AMySplineGenerator()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	//create spline component
	splineComponent = CreateDefaultSubobject<USplineComponent>(FName(TEXT("MySplineComponent")));
	if (splineComponent)
	{	
		/*if(GEngine)
			GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Got spline component"));*/
	}
}

// Called when the game starts or when spawned
void AMySplineGenerator::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AMySplineGenerator::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

}

void AMySplineGenerator::EndPlay(const EEndPlayReason::Type EndPlayReason){
	if (splineComponent)
		splineComponent->DestroyComponent();
	Super::EndPlay(EndPlayReason);
}


// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"
#include "Runtime/Engine/Classes/Components/SplineComponent.h"
#include "MySplineGenerator.generated.h"

UCLASS(Blueprintable)
class TEST_API AMySplineGenerator : public AActor
{
	GENERATED_BODY()

public:	
	//Spline generated component
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LevelElement)
		USplineComponent* splineComponent;

	// Sets default values for this actor's properties
	AMySplineGenerator();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;
	//End play
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
	
	
};

Now whenever I am creating a blueprint using this class as parent. I am hitting a breakpoint while placing that blueprint in my scene. I have not added any functionality in the blueprint.
The breakpoint is in file : Unreal Engine\4.7\Engine\Source\Editor\Kismet\Private\SSCSEditor.cpp

and at this point : **ensure(!InSceneComponent->HasAnyFlags(RF_PendingKill));**

I’m not sure what is missing in my code. Any help would be great.
Thanks in advance.

Can you check call stack to see which function in your code was currently called?

I’m having a similar issue; it appears that the editor does not want code to check true or false regarding anything that is a UPROPERTY. When you’re checking your sphereComponent, that might be when it crashes. I’m having a similar issue with trying to utilize a UPROPERTY boolean. I have no idea why they thought this was a good idea.

I guess I missed initializing the RootComponent to my SplineComponent.This fixed the breakpoint when I was dragging my inherited BP in the editor.
UE docs say you always have to attach a SceneComponent as root as Actors don’t have one set by default.