Physics Hadle Crash

Hey folks,

Please promt where am I failing to get the Udemy Building Escape tutorial to work?
My Grabber Component crashes when reaching this line:

PhysicsHandle->SetTargetLocation(DebugLineEnd);

I have attached the .cpp and .h of the grabber component;

Here’s the .h file:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/Actor.h"
#include "Public/DrawDebugHelpers.h"
#include "Classes/PhysicsEngine/PhysicsHandleComponent.h"
#include "Classes/Components/InputComponent.h"
#include "Classes/Components/PrimitiveComponent.h"
#include "Grabber.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class TEDDY_API UGrabber : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UGrabber();

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

private:

	float Reach = 100.f;
	UPhysicsHandleComponent* PhysicsHandle = nullptr;
	UInputComponent* Input = nullptr;
	FString Object;
	void Grab();
	void Release();
	void GetPhysicsHandle();
	void SetupInput();
	const FHitResult MakeCast();
};

And here’s the .cpp:

// Fill out your copyright notice in the Description page of Project Settings.
#define OUT
#include "Grabber.h"

UGrabber::UGrabber()
{
	PrimaryComponentTick.bCanEverTick = true;
	bWantsBeginPlay = true;
}

// Called when the game starts
void UGrabber::BeginPlay()
{
	Super::BeginPlay();
	void GetPhysicsHandle();
	void SetupInput();
}
	
// Called every frame
void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	FRotator PlayerRot;
	FVector PlayerPos;

	GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerPos, OUT PlayerRot);
	FVector DebugLineEnd = PlayerPos + PlayerRot.Vector() * Reach;

	if (PhysicsHandle->GrabbedComponent) 
	{
		PhysicsHandle->SetTargetLocation(DebugLineEnd);
	}
}

//Move an object while its held
void UGrabber::Grab()
{
	auto HitResult = MakeCast();
	auto ComponentToGrab = HitResult.GetComponent();
	auto ActorHit = HitResult.GetActor();
	UE_LOG(LogTemp, Warning, TEXT("GrabPressed"))
	if (ActorHit) 
	{
		PhysicsHandle->GrabComponent(
		ComponentToGrab,
		NAME_None,
		ComponentToGrab->GetOwner()->GetActorLocation(),
		true
		);
	}	
}

//Put the object down when its held
void UGrabber::Release()
{
	PhysicsHandle->ReleaseComponent();
}

void UGrabber::GetPhysicsHandle()
{
	///Find physics component
	PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
	if (PhysicsHandle)
	{
		UE_LOG(LogTemp, Error, TEXT("Physics Handle Found"))
	}
	else{}
}

void UGrabber::SetupInput() 
{
	Input = GetOwner()->FindComponentByClass<UInputComponent>();
	if (Input)
	{
		Input->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);
		Input->BindAction("Grab", IE_Released, this, &UGrabber::Release);
	}
	else
	{
		UE_LOG(LogTemp, Error, TEXT("No input handle found on: %s"), *Object)
	}
}

const FHitResult UGrabber::MakeCast()
{
	FRotator PlayerRot;
	FVector PlayerPos;
	FString Pos;
	FString Rot;

	///Get the player view point this tick

	GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerPos, OUT PlayerRot);

	FVector DebugLineEnd = PlayerPos + (PlayerRot.Vector() * Reach);
	FHitResult Hit;

	/// Ray-cast out to reach distance
	GetWorld()->LineTraceSingleByObjectType(
		OUT Hit,
		PlayerPos,
		DebugLineEnd,
		FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
		FCollisionQueryParams(FName(TEXT("")), false, GetOwner())
	);
	return Hit;
}

Did you manage to get past this error? I have encountered the same error couple of days ago and i couldn’t figure out how to solve it so i really need your help if you’ve figured out a solution.