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Spring Arm and Camera attachment

I am trying to add spring arm and camera to a basic pawn. When I put the bp_pawn in map and hit play it crashes the editor.

 // Fill out your copyright notice in the Description page of Project Settings.
 
 #include "SCharacter.h"
 #include "Engine/World.h"
 #include "Components/InputComponent.h"
 #include "GameFramework/SpringArmComponent.h"
 #include "Camera/CameraComponent.h"
 
 
 // Sets default values
 ASCharacter::ASCharacter()
 {
      // Set this character 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 ASCharacter::BeginPlay()
 {
     Super::BeginPlay();
 
     RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
 
     SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComp"));
     SpringArmComp->SetupAttachment(RootComponent);
     SpringArmComp->bUsePawnControlRotation = true;
 
     CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
     CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);
 
     AutoPossessPlayer = EAutoReceiveInput::Player0;
     
 }
 
 // Called every frame
 void ASCharacter::Tick(float DeltaTime)
 {
     Super::Tick(DeltaTime);
 
 }
 
 void ASCharacter::MoveSideToSide(float value)
 {
     AddMovementInput(GetActorRightVector() * value);
 }
 
 void ASCharacter::MoveForward(float value) 
 {
     AddMovementInput(GetActorForwardVector() * value);
 }
 
 // Called to bind functionality to input
 void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
 {
     Super::SetupPlayerInputComponent(PlayerInputComponent);
 
     PlayerInputComponent->BindAxis("MoveForward", this, &ASCharacter::MoveForward);
     PlayerInputComponent->BindAxis("MoveSideToSide", this, &ASCharacter::MoveSideToSide);
 
     PlayerInputComponent->BindAxis("LookUP", this, &ASCharacter::AddControllerPitchInput);
     PlayerInputComponent->BindAxis("Turn", this, &ASCharacter::AddControllerYawInput);
 
 }
 
 
 // Fill out your copyright notice in the Description page of Project Settings.
 
 #pragma once
 
 #include "CoreMinimal.h"
 #include "GameFramework/Character.h"
 #include "SCharacter.generated.h"
 
 class UCameraComponent;
 class USpringArmComponent;
 
 UCLASS()
 class COOPGAME_API ASCharacter : public ACharacter
 {
     GENERATED_BODY()
 
 public:
     // Sets default values for this character's properties
     ASCharacter();
 
 protected:
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
 
     void MoveForward(float value);
 
     void MoveSideToSide(float value);
 
     UPROPERTY(EditAnywhere,BlueprintReadOnly, Category = "Components")
     UCameraComponent* CameraComp;
 
     UPROPERTY(EditAnywhere,BlueprintReadOnly,Category = "Components")
     USpringArmComponent* SpringArmComp;
 
 public:    
     // Called every frame
     virtual void Tick(float DeltaTime) override;
 
     // Called to bind functionality to input
     virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
 
 };
 
Product Version: UE 4.21
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asked Feb 20 '19 at 01:32 PM in C++ Programming

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BracTJones
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1 answer: sort voted first

You shouldn't use "CreateDefaultSubobject" outside of a constructor. Use "NewObject" instead.

See https://answers.unrealengine.com/questions/317148/newobject-or-createdefaultsubobject.html.

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answered Feb 21 '19 at 01:54 PM

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staticvoidlol
2.6k 94 40 111

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