Editor Keeps crashing when running this line of code

My Project Editor keeps crashing everytime i run this line of code. The code compiles fine no errors at all and its in Tick cause i need it to check every frame.

if (AVLDVisual::VectorLenghtForActor() < PlayerLocationPrevious)
			{
				SubtractCurrent = UKismetMathLibrary::FClamp(UKismetMathLibrary::Subtract_FloatFloat(CurrentValue, UKismetMathLibrary::Divide_FloatFloat(UGameplayStatics::GetWorldDeltaSeconds(this), UKismetMathLibrary::Multiply_FloatFloat(0.09, RadiusScale))), VolumetricCloseUpDensity, CurrentValue);
				CurrentValue = SubtractCurrent;
			}
			else
			{
				if (AVLDVisual::VectorLenghtForActor() > PlayerLocationPrevious)
				{
					AddCurrent = UKismetMathLibrary::FClamp(UKismetMathLibrary::Add_FloatFloat(CurrentValue, UKismetMathLibrary::Divide_FloatFloat(UGameplayStatics::GetWorldDeltaSeconds(this), UKismetMathLibrary::Multiply_FloatFloat(0.09, RadiusScale))), VolumetricCloseUpDensity, VolumetricDataSaved);
					CurrentValue = AddCurrent;
				}
				else
				{

				}
			}

Also how do u see the code running when im in PIE if there is a way.

So it seems its not those lines of code that it crashes but in my timerManger.SetTimer =/

So got it to work 100% the way i wanted it to.The old line of code is still there its commented and added a printToscreen for debugging. Still want to know why the old Solution doesnt work if its the same jsut calling functions to do math operation.

New Solution:

 if (CurrentActorVectorLenght > PlayerLocationPrevious)
		{
		  //AddCurrent = UKismetMathLibrary::FClamp(UKismetMathLibrary::Add_FloatFloat(CurrentValue, UKismetMathLibrary::Divide_FloatFloat(UGameplayStatics::GetWorldDeltaSeconds(this), UKismetMathLibrary::Multiply_FloatFloat(0.09, RadiusScale))), VolumetricCloseUpDensity, VolumetricDataSaved);
          AddCurrent = UKismetMathLibrary::FClamp(CurrentValue + (UGameplayStatics::GetWorldDeltaSeconds(this) / (TimeSpeedCount * RadiusScale)), VolumetricCloseUpDensity, VolumetricDataSaved);
		  CurrentValue = AddCurrent;
		 
          FString TheFloatStr = FString::SanitizeFloat(AddCurrent);
		  GEngine->AddOnScreenDebugMessage(-1, 1.0, FColor::Red, *TheFloatStr);
		}
		else
		{
		  if (CurrentActorVectorLenght < PlayerLocationPrevious)
			{
		      //SubtractCurrent = UKismetMathLibrary::FClamp(UKismetMathLibrary::Subtract_FloatFloat(CurrentValue, UKismetMathLibrary::Divide_FloatFloat(UGameplayStatics::GetWorldDeltaSeconds(this), UKismetMathLibrary::Multiply_FloatFloat(0.09, RadiusScale))), VolumetricCloseUpDensity, CurrentValue);
			  SubtractCurrent = UKismetMathLibrary::FClamp(CurrentValue - (UGameplayStatics::GetWorldDeltaSeconds(this) / (TimeSpeedCount * RadiusScale)), VolumetricCloseUpDensity, CurrentValue);
			  CurrentValue = SubtractCurrent;

			  FString TheFloatStrB = FString::SanitizeFloat(SubtractCurrent);
			  GEngine->AddOnScreenDebugMessage(-1, 1.0, FColor::Yellow, *TheFloatStrB);
			}
			else
			{
			}