Pbdrigid IsNaN failed

i created a movement component that is a child of the chaos wheeled vehicle movement component and I’m trying to override the mechanical simulation and add force to the chaos wheels that have been created by the chaos movement component but when i run the game a break point is triggered with:

Ensure condition failed: !FMath::IsNaN(PBDRigid->P()[0]) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/PBDRigidsEvolutionGBF.cpp] [Line: 364] 

after some testing i found that this already triggers the breakpoint

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


#include "RealVehicleMovementComponent.h"
#include "Components/PrimitiveComponent.h"
#include "Components/SkinnedMeshComponent.h"
#include "Components/SkeletalMeshComponent.h"

#include "DrawDebugHelpers.h"
#include "DisplayDebugHelpers.h"
#include "DisplayDebugHelpers.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "VehicleAnimationInstance.h"
#include "ChaosVehicleManager.h"
#include "ChaosVehicleWheel.h"
#include "SuspensionUtility.h"
#include "SteeringUtility.h"
#include "Chaos/ChaosEngineInterface.h"
#include "Chaos/PBDSuspensionConstraintData.h"

using namespace Chaos;


void URealVehicleMovementComponent::ProcessMechanicalSimulation(float DeltaTime)
{
	Super::ProcessMechanicalSimulation(DeltaTime);
	/*float TransmissionTorque = 50000.0f;
		//PTransmission.GetTransmissionTorque(PEngine.GetEngineTorque());

	// apply drive torque to wheels
	for (int WheelIdx = 0; WheelIdx < Wheels.Num(); WheelIdx++)
	{
		UChaosVehicleWheel* Wheel = WheelSetups[WheelIdx].WheelClass.GetDefaultObject();
		auto& PWheel = PVehicle->Wheels[WheelIdx];
		if (true)
		{
			PWheel.SetDriveTorque(MToCm(TransmissionTorque) / (float)2.0f);
			
		}
	}*/
}

hovering over PBDRigid reveals that its equal to 54 for some reason and i have no clue why i would message epic for this casue its rooted in their code but it cost to do soo and im poor :>