Problems with Class interaction c++

Hello,
So I have my inventory array of type APickUpItem*. Each PickUpItem has a number of properties (mesh, stats, type, etc…), which is set via blueprint. I then Cast that blueprint as a PickUpItem and add it to the inventory when it is picked up. The problem is, whenever I reference any of those properties within my inventory or player class, the editor crashes.
Here is an example:

void UInventory::holdInventoryItem(APickUpItem* item){
	if (item->Holdable){
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, TEXT("item"));
	}
}

Where item is the Inventory[0]
The issue is at item->Holdable;, if I try to reference any of the other variables it is the same. Also when I build the project there is no errors.

Always when you get crash, first thing you need to do is check the logs, Saved/Logs in project directory, at the end you will have crash info. If there is not crash info and log looks like cut that means it crash uncontrollably, in most cases it’s call on null pointer, if “item” is null “item->Holdable” will crash. You easily solve this by checking if item is not null like this:

 void UInventory::holdInventoryItem(APickUpItem* item){
     if (item && item->Holdable){
         GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, TEXT("item"));
     }
 }

in && operator if first condition fails the 2nd is not checked so it won’t crash.

This is most likely not solve the problem as you need to figure why this function gets null

thank you, i have not explored the logs very much, it is good to know where they are now.