Trying to apply torque to chaos vehicle wheels

I’m trying to have time small bit of code work

RealVehicleMovementComponent.h

#include "CoreMinimal.h"
#include "ChaosWheeledVehicleMovementComponent.h"
#include "RealVehicleMovementComponent.generated.h"

/**
 * 
 */
UCLASS()
class PISSS_API URealVehicleMovementComponent : public UChaosWheeledVehicleMovementComponent
{
	GENERATED_BODY()
	
public:

	UFUNCTION(BlueprintCallable, Category = Vehicle)
	void SetDriveTorque(float DriveTorque, int32 WheelIndex);

};

RealVehicleMovementComponent.cpp


#include "RealVehicleMovementComponent.h"
#include "ChaosWheeledVehicleMovementComponent.h"

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


void URealVehicleMovementComponent::SetDriveTorque(float DriveTorque, int32 WheelIndex)
{
	UChaosVehicleWheel* Wheel = WheelSetups[WheelIndex].WheelClass.GetDefaultObject();
	auto& PWheel = PVehicle->Wheels[WheelIndex];
	PWheel.SetDriveTorque(DriveTorque);
}

and when I trigger the Set drive torque function it dropped an error

UE4Editor-Chaos.pdb contains the debug information required to find the source for the module UE4Editor-Chaos.dll

so I got Editor Symbols for Debugging installed and it started working at leas a bit so I’m guessing it worked but Maybe I was supposed to do something else so I’m mentioning it

now when I run the function the code triggers a break point at an ensure that confuses me a lot.
if anyone needs the breakpoints I can send them over but they are always different and I have no clue what’s happening.

Invoking on PVehicle, which belongs to VehicleSimulationPT running in Physics thread, needs to be done through FPhysicsCommand::ExecuteWrite I suppose. Also, should it be VehicleSimulationPT->PVehicle?