Actor Crashing UE4

So I have been working in a project for about a month now, and in this I have an object that gets picked up and attached… it was one of the first assets I programmed in the game and it was working perfectly. Today I started working on a new class and on a SphereOverlapActors function, when I got it up and running to recognize the actors, I compiled → saved … however, when I started the game, in the output log it kept saying a warning in yellow and stating something about “always relevant” on the pickup… So when I went to pick up the actor, it crashed… when I re-opened the UE4, if I try chaging a class default variable and compiling it crashes, if I try deleting the actor from the editor it crashes, when I move it around in the world, the output log states “LogSCSEditor:Warning: Calling UpdateTree() from Tick() more frequently than expected due to invalid tree node state. This might be a performance issue.”… and if I put the same actor again in the world, it works perfectly fine… its just this one actor that was already in the editor, I cant delete it or anything… it even resorted to the position 0 in the map…

I really have no idea since I hadn’t touch that actor on c++ or in the editor at all for a long time now… might it have been the new function I was making in the other actor ? No clue at all…

Different errors at the moment when it crashes :

When trying to pick it up : Exception thrown at 0x00007FF88F476F2F (UE4Editor-Disengage-Win64-DebugGame.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
If there is a handler for this exception, the program may be safely continued.

When deleting the bugged actor from the editor (world) : UE4Editor.exe has triggered a breakpoint.
checkf(ChildCount > AttachChildren.Num(), TEXT(“AttachChildren count increased while detaching ‘%s’, likely caused by OnAttachmentChanged introducing new children, which could lead to an infinite loop.”), *Child->GetName());

When chaging a variable in the BP of the actor : UE4Editor.exe has triggered a breakpoint.
checkf(ChildCount > AttachChildren.Num(), TEXT(“AttachChildren count increased while detaching ‘%s’, likely caused by OnAttachmentChanged introducing new children, which could lead to an infinite loop.”), *Child->GetName());

Sorry for the long question! Really looking forward to learn and grow! Thanks in advance!

I forgot to mention that whenever I move the actor around in the world I keep getting this message in the output log. {LogSCSEditor:Warning: Calling UpdateTree() from Tick() more frequently than expected due to invalid tree node state. This might be a performance issue.}

Hey Luis_Martinez-

Can you provide the callstack and log file from the crash for additional information? Also, can you post the code for the actor that is causing the crash? If you’re able to reproduce the crash in a new project, please also include the steps that cause the crash.

Cheers

Thank you so much for answering , I am happy to state I’ve recently found out the problem. I had this in the Constructor :

{
RootComponent = Mesh;
SceneComponent->DestroyComponent();
Trigger->AttachTo(RootComponent);
}

Since I needed to make the mesh the root component so it may use Simulate Physics , however I was destroying the component before setting the new RootComponent, in past project it had worked fine however I noticed that once I orginized it as stated above, it was resolved. Thank you so much for the help however!

P.S-> No idea why it used to work before and suddenly stopped… maybe I undo a step or something by accident in that actor. Sorry for the trouble and thank you!