Null Reference but Referenced In Editor

I’m working on a C# script that counts my inventory, every item picked up adds to a basic int count. I’ve done tons of Debug.Log() to check that the item is properly being added and the counts are correct, and all are. However, when I go to set the Text.text of my UI Text object I get a null reference exception.
I have tried GetComponent, GameObject.Find (which I hate but had to try) and the normal method on which the Text field is assigned is via a private but serialzed value in the script, and referenced in the editor.

I have done null checks in awake to make sure nothing is changing the values by accident during start, and from the instant runtime is initiated I’m immediately getting a null reference.

[SerializeField]
private GameObject totalSlider;
[SerializeField]
private GameObject totalText;

totalText.GetComponent<Text>().text = string.Format ("{0} / {1}", Count, MaxCap);

totalSlider.GetComponent<Slider>().value = Count;

I have also referenced them directly as and in Editor to expose .text and .value directly, but same results. Have also searched for them in scene by name, without return, and also deleted them and added them again both in and out of the prefab. Checked to make sure it’s the objects themselves and not the variables that are nulled, but they are returning values nicely both in and out of debug.
Wanted to check to see if there’s an obvious mistake I’m making before I email unity directly.

I think you need to initialize totalText to the component and then use it. See below. Same for the slider. and if the component is not on the game object this script is on then you will need to find the object first.

totalText = GetComponent<Text>();
totalText.text = string.Format //etc.