Calling GetName() on Brush crashes Editor

Is anyone else getting this issue? I can reproduce this 100% of the time. Playing in the Editor, I have C++ code that calling Other->GetName() using the parameters from the NotifyHit function. It appears that when attempting to call GetName() when a collision occurs with a Brush (as opposed to a Static Mesh) causes the Editor to crash. I’m trying to work on some wall jumping and this is what I came across.

float AVideoGameCharacter::GetAngle(FVector Vector1, FVector Vector2)
{
	Vector1.Normalize();
	Vector2.Normalize();
	float result = FMath::RadiansToDegrees(acosf(FVector::DotProduct(Vector1, Vector2)));
	return result;
}

void AVideoGameCharacter::NotifyHit
(
class UPrimitiveComponent * MyComp,
	AActor * Other,
class UPrimitiveComponent * OtherComp,
	bool bSelfMoved,
	FVector HitLocation,
	FVector HitNormal,
	FVector NormalImpulse,
	const FHitResult & Hit
	)
{
	Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
	float angle = GetAngle(HitNormal, FVector::UpVector);
	if (angle >= 45 && angle <= 90)
	{
		if (Other->GetName().Contains("Wall")) // THIS LINE RIGHT HERE!
		{
			touchingGrabbableWallState = 2;
			if (isGrabbing && GetCharacterMovement()->IsFalling())
			{
				GetCharacterMovement()->GravityScale = .2f;
			}
		}
	}
}

“Other” is probably null in this case. Are you checking if it’s null? It is not guaranteed to be non-null.

I just checked and yeah it does look like Brushes are coming through as null. Is that intended in this case? That’s probably the issue I’m running into and if that’s what’s supposed to happen, I can close this question.

Yes, that’s what’s supposed to happen. Brushes are not components – they’re just Actors (and slightly strange ones, at that).

Alright, well that’s odd. Thanks for that one. Would you happen to have the C++ code to properly check whether the Actor I’m trying to receive is null in this case?

Nevermind, not sure how I messed up something that simple before but I got it figured out now.