Ensure condition failed: !NewTransform.ContainsNaN()

First time after opening the level/compiling the project I get two warnings right after Play.

Ensure condition failed: NewTransform.IsValid() [File:E:/UE4_TrueSky_4.22/UnrealEngine-4.22/Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp] [Line: 623] 

[2020.03.09-17.45.18:951][544]LogOutputDevice: Error: Ensure condition failed: NewTransform.IsValid() [File:E:/UE4_TrueSky_4.22/UnrealEngine-4.22/Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp] [Line: 623] 


[2020.03.09-17.45.18:952][544]LogStats:             FDebug::EnsureFailed -  0.001 s
UE4Editor.exe has triggered a breakpoint.

[2020.03.09-17.46.41:568][544]LogOutputDevice: Warning: 

Script Stack (0 frames):

Ensure condition failed: !NewTransform.ContainsNaN() [File:E:/UE4_TrueSky_4.22/UnrealEngine-4.22/Engine/Source/Runtime/Engine/Private/PhysicsEngine/BodyInstance.cpp] [Line: 2037] 
SetBodyTransform contains NaN (/Game/MyLevels/UEDPIE_0_TestLevel.TestLevel:PersistentLevel.BP_Hatch_yut1_GEN_VARIABLE_BP_Hatch_C_CAT_935.Box)
-nan(ind),-nan(ind),396.899048|0.006045,-160.000427,-0.006097|6.000000,6.000000,8.400001
[2020.03.09-17.46.41:568][544]LogOutputDevice: Error: Ensure condition failed: !NewTransform.ContainsNaN() [File:E:/UE4_TrueSky_4.22/UnrealEngine-4.22/Engine/Source/Runtime/Engine/Private/PhysicsEngine/BodyInstance.cpp] [Line: 2037] 
SetBodyTransform contains NaN (/Game/MyLevels/UEDPIE_0_TestLevel.TestLevel:PersistentLevel.BP_Hatch_yut1_GEN_VARIABLE_BP_Hatch_C_CAT_935.Box)
-nan(ind),-nan(ind),396.899048|0.006045,-160.000427,-0.006097|6.000000,6.000000,8.400001

The hatch which is being mentioned here is a blueprint class attached to the ship blueprint class. There are few such a hatches and they are all identical.

Hatch blueprint (nothing in event graph):

Hatch blueprint is a child of C++ class AHatch.

.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Hatch.generated.h"

UCLASS()
class ALMAZ_API AHatch : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AHatch();

	//class UBoxComponent* boxTriggerVolume;

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

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	//UFUNCTION()
	//void BeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

	void openHatch();
};

.cpp

// Fill out your copyright notice in the Description page of Project Settings.
#define printFString(text, fstring) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT(text), fstring))


#include "Hatch.h"
//#include "Components/BoxComponent.h"
#include "Engine/Engine.h"

// Sets default values
AHatch::AHatch()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	//boxTriggerVolume = CreateDefaultSubobject<UBoxComponent>(TEXT("Box Trigger"));
	//boxTriggerVolume->InitBoxExtent(FVector(100.f));
	//boxTriggerVolume->SetCollisionProfileName(TEXT("Trigger"));
	//RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene Root"));
	//boxTriggerVolume->SetupAttachment(RootComponent, NAME_None);
	//boxTriggerVolume->SetGenerateOverlapEvents(true);
}

void AHatch::openHatch()
{
	printFString("Hatch: openHatch function called", nullptr);
}

void AHatch::BeginPlay()
{
	Super::BeginPlay();
}

// Called every frame
void AHatch::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}

Ship blueprint is a child of C++ class AShip.

.h

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

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Ship.generated.h"

UCLASS()
class ALMAZ_API AShip : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AShip();

	UPROPERTY()
	TArray<class USplash*> splashComponents;


	UPROPERTY()
	TArray<class UTrueSkyWaterBuoyancyComponent*> waterComponents;
 

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

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};

.cpp

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

#include "Ship.h"
#include "Splash.h"
#include "TrueSkyWaterBuoyancyComponent.h"

// Sets default values
AShip::AShip()
{
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void AShip::BeginPlay()
{
	Super::BeginPlay();

	FHitResult outHit;
	FCollisionQueryParams collisionParams;
	this->GetComponents(waterComponents);

	FVector center = GetActorLocation();
	center.Z -= 200.f;

	FVector prevSplashLocation(0.f, 0.f, 0.f);

	for (double a = 0.0; a < 2 * PI; a += 2 * PI / 128) // devide circle on 128 parts
	{
		FVector end_vector;
		end_vector.X = 4000.f * cos(a);
		end_vector.Y = 4000.f * sin(a);
		end_vector.Z = center.Z;

		if (GetWorld()->LineTraceSingleByChannel(outHit, end_vector, center, ECC_Visibility, collisionParams)) 
		{
				if (FVector::Dist(prevSplashLocation, outHit.Location) > 300.f)
				{
					USplash* currentSplash = NewObject<USplash>(this);

					// Make sure the probes won't affect the ship physics and won't create waves
					currentSplash->ProbeType = EProbeType::Source;
					currentSplash->GenerateWaves = false;
					currentSplash->Intensity = 0.f;

					currentSplash->RegisterComponent();
					currentSplash->SetWorldLocationAndRotation(outHit.Location, FRotator::ZeroRotator);

					// saving vector of a normal relative to respective USplash instance
					currentSplash->splashNormalLocal = outHit.Normal * 100.f - currentSplash->GetComponentLocation().Normalize();
					currentSplash->AttachToComponent(waterComponents[0], FAttachmentTransformRules::KeepWorldTransform, NAME_None);
					prevSplashLocation = outHit.Location;
				}
		/*	if (a <= PI) 
			{
				GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("You hit %s"), *outHit.Location.ToString()));
				new_splash->setRightSided(true);
			} 
			else
			{
				GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Blue, FString::Printf(TEXT("You hit %s"), *outHit.Location.ToString()));
				new_splash->setRightSided(false);
			}
			splashComponents.Add(new_splash); */
		}
	}
}

// Called every frame
void AShip::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);





}

// Called to bind functionality to input
void AShip::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
}

After these two breakpoints game continues but the ship is gone. I would be grateful if someone could point me to the right direction. Have never encountered ‘not a number’ (NaN) issue.