Game Crash

Hi, I’m playing around with ue4 to gain experience with it, and my first code with c++ failed and crashed it…
// Fill out your copyright notice in the Description page of Project Settings.

#include "MyPlayer.h"


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

}

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

	RootComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootComp"));
	PlayerCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("PlayerCamera"));
	PlayerCamera->SetupAttachment(RootComp);
	PlayerCamera->SetRelativeLocationAndRotation(FVector(0.f, 0.f, 50.f), FRotator(-60.f, 0.f, 0.f));
}

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

}

// Called to bind functionality to input
void AMyPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	PlayerInputComponent->BindAxis("MoveForward", this, &AMyPlayer::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &AMyPlayer::MoveRight);

}

void AMyPlayer::MoveForward(float value)
{
	if (Controller && value)
	{
		AddMovementInput(GetActorForwardVector(), value);
	}
}

void AMyPlayer::MoveRight(float value)
{
	if (Controller && value)
	{
		AddMovementInput(GetActorRightVector(), value);
	}
}

And my header:
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/Pawn.h"
#include "MyPlayer.generated.h"

UCLASS()
class MYTEST_API AMyPlayer : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AMyPlayer();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	void MoveForward(float value);
	void MoveRight(float value);

	UCameraComponent* PlayerCamera;
	USceneComponent* RootComp;
	
};

I did c++ in the past, with advanced things, but I here I dont know how I can do this