AddLocalRotation on SkeletalMeshComponent crashes editor

Hi guys. First of all, I am still new to both, UE and C++ programming, so I would assume there might be better ways of doing this (please do let me know if that is the case) The problem is that I have a Character class which has a reference to a Sekeletal Mesh Component (Exposed as a property in the editor) and whenever I apply a AddLocalRotation on the mesh it just crashes the editor. I’d appreciate if you could help me find out what my error is.

EDIT: I have used the IsValid method and it seems that the Mesh is null, however, I am setting the Mesh in the scene editor since it is exposed as a UPROPERTY. I am still not sure if there is something wrong with what I am doing or if I am supposed to set the Mesh in a different way to ensure it is not null when executing the code.

This is the crash log:
LoginId:a9df9150408b737bb1336c9b018b8bf9
EpicAccountId:e8a03f309a104cb6be75d16a2c961c7c

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!USceneComponent::AddLocalRotation() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:1287]
UE4Editor_Deathguard_1861!APlayerCharacter::MoveBackwards() [c:\users\grimg\documents\unreal projects\deathguard\source\deathguard\playercharacter.cpp:66]
UE4Editor_Deathguard_1861!AMainPC::MoveBackwards() [c:\users\grimg\documents\unreal projects\deathguard\source\deathguard\mainpc.cpp:62]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1311]
UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:2476]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:4404]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:2137]
UE4Editor_Engine!APlayerController::TickActor() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:4543]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:137]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:575]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1444]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:556]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1474]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:783]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1460]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1726]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3699]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll

Do you have a link to the code and a screenshot of the blueprint? Is it hard to tell from the callstack of the crash as that is just pointing us to something you already know, the Mesh is empty.

I don’t anymore. It was pure C++ code, now I am using the Mesh property from the Character class I extended from, I also have a blueprint now. I am still curious about what could cause that a SekeletalMeshComponent property set in the World Outliner to be null during the execution of an axis input bound method.

I am not a hundred percent sure about this but since I could not get an answer to this problem I will post my intuition as the reason for this issue. It seems that when I created an instance of my class (directly, no blueprint involved) in the editor, the mesh assigned to the Skeletal Mesh from it is somehow temporal. Being this the case, whenever I tried to rotate this mesh, and due to its temporal reference nature, a NPE was thrown, which of course crashes the editor.