Spawning actors with components crashes without logs

Hi, so as said in the title, UE4 crashes the moment I try to spawn an actor, which is defined in BP with any components other than a Static Mesh, eg. Point Lights. The error logger doesn’t even come out. When I checked my logs, they end abruptly without any mention of a crash. The last thing in the logs would be a UE_LOG I outputted in C++ just before the spawn.

However, the moment I remove this extra component, leaving it as just an actor with an inherited Static Mesh Component, it works fine with no problems.

I’m hoping that I have just overseen something, like having to use another function for spawning complex actors or something.

Having it crash while attached by VS gives this message: Unhandled exception at 0x000007FEE5C7B159 (UE4Editor-Core.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.

Some side notes:
The class that is trying to spawn itself inherits from AStaticMeshActor.
I will try to provide logs and stuff when needed. But I will have to take out some stuff - especially directory names and such.
VS also crashes at this particular block of code:

	void* NewPtr = NULL;
	if (Alignment != DEFAULT_ALIGNMENT)
		Alignment = FMath::Max(NewSize >= 16 ? (uint32)16 : (uint32)8, Alignment);
		NewPtr = scalable_aligned_realloc(Ptr, NewSize, Alignment);
		NewPtr = scalable_realloc(Ptr, NewSize);

I’ve been trying to solve this problem for days, I think I found the solution.
I had a C++ component added to my blueprint. I realised that attaching this component to any object, through C++ or BP, will crash the game. Standard null pointer crash, I just didn’t realise where it was coming from.

Check all your code, components, classes etc., see if you have any null pointers. Remove them, and it should work perfectly.

Hope this helps!