Simple FString UE_LOG is crashing ue4

When entering this code inside my character actor’s BeginPlay() method:

FString characterPos = GetOwner()->GetTransform().GetLocation().ToString();
UE_LOG(LogTemp, Warning, TEXT("Character location: %s"), *characterPos)

UE4 crashes. I current have two character blueprints derived from this class sitting in my game world. I was wondering why this was? Pretty sure I have to dereference an FString in order to get the underlying characters correct?

I found the problem. The problem was I wasn’t creating this function within a sub-component of my character class but within the character class itself. Therefore GetOwner() is invalid because there is no owner to my character class.