Tmap<> Acces Violation on Add

Im trieng to make an inv system, but whenever i try to add an item to my TMAP i get an acces violation on

	FSetElementId FindId(KeyInitType Key) const
	{
		if(HashSize)
		{
			for(FSetElementId ElementId = GetTypedHash(KeyFuncs::GetKeyHash(Key));
				ElementId.IsValidId();
				ElementId = Elements[ElementId].HashNextId)
			{
				if(KeyFuncs::Matches(KeyFuncs::GetSetKey(Elements[ElementId].Value),Key))
				{
					// Return the first match, regardless of whether the set has multiple matches for the key or not.
					return ElementId;
				}
			}
		}
		return FSetElementId();
	}

My Tmap Looks like this:

	TMap<AItemBase*, int32> Items;

The function is called like this:

void UInventoryBase::AddItem(AItemBase* item, int32 amount /*= 1*/)
{
	if (!Items.Contains(item))
		Items.Add(item, amount);
	else
		Items[item] += amount;
}

wich inturn is called like this:

void AOogleCharacter::PickUpItem()
{
		APlayerController* controller = GetWorld()->GetFirstPlayerController();

		FVector start = controller->GetFocalLocation();

		FVector end = start + controller->GetControlRotation().Vector() * 265;

		FHitResult hit(ForceInit);
		FCollisionQueryParams RV_TraceParams = FCollisionQueryParams(FName(TEXT("RV_Trace")), true);
		RV_TraceParams.bTraceComplex = true;
		RV_TraceParams.bTraceAsyncScene = true;
		RV_TraceParams.bReturnPhysicalMaterial = false;

		FCollisionObjectQueryParams TraceParams = FCollisionObjectQueryParams(ECC_TO_BITFIELD(ECC_WorldDynamic) | ECC_TO_BITFIELD(ECC_WorldStatic));
		DrawDebugLine(GetWorld(), start, end, FColor(255, 0, 255), true);


		if (GetWorld()->LineTraceSingleByObjectType(hit, start, end, TraceParams, RV_TraceParams))
		{
			UE_LOG(LogTemp, Warning, TEXT("hit %s"), hit.GetActor());
			
			if (AItemBase* item = dynamic_cast<AItemBase*>(hit.GetActor()))
			{
				if (IsValid(item))
				{
					UE_LOG(LogTemp, Warning, TEXT("Adding item %s"), *item->GetName());

					inv->AddItem(item);
					item->bHidden = true;
					item->SetActorEnableCollision(false);
					item->SetActorTickEnabled(false);
				}
			}
		}
		else
		{
			UE_LOG(LogTemp, Warning, TEXT("You'r not hitting something"));
		}
}

Not sure if its needed but ill put my CallStack Locals and Output here too:

http://puu.sh/llhLP/070a08707f.png

http://puu.sh/llhY4/067f20d96f.png

http://puu.sh/lli2v/8f4ef0da00.png

thanks in advance

So it seems like i made a mistake in that i used NewObject to created the inv class in the constructor of the player, instead of BeginPlay